About
Time Odyssey has been created in partnership by Art Explora and the British Museum to break down the economic, geographic and cultural barriers that prevent many children from visiting their local museums.
It aims to encourage children to discover our national collections and learn through a fun digital learning adventure!
Our Aims
- Increase access for school children to UK national museums
- Reach underserved communities and regions by prioritisingschools that have not visited the museum before
- Remove the cost barrier that prevents many schools frommaking school trips
- Build awareness of our rich national collections and heritageand encourage repeat visits
- Test new forms of digital technology for engaging childrenwith collections and enriching formal learning
Why we are doing this ?
School trips to museums are recognised, and fondly remembered, as a cherished part of school life. They offer an important real-world experience that can enhance academic, social and personal development. However recent research has shown that the number of school trips have decreased across the UK, as school budgets go down and everyday costs go up, and in the context of a decline in creative education.
In September 2023, Art Fund published research showing that only 1 in 3 children had visited a museum in the past year, with significant disparity between urban and rural areas. Of this statistic, only 34% were children from lower socio-economic backgrounds, compared to 47% of children from higher social economic backgrounds.
Time Odyssey addresses this inequity by offering a completely free experience – both the museum visit and the transport costs are covered through the programme. Art Explora works closely with partner museums to target children at schools with a high percentage of free school meals, as well as schools in rural areas – both identified as schools that typically do not take children on school trips. Time Odyssey has been designed to appeal to 7-11year olds by introducing familiar tools such as apps and tablets, as well as gaming techniques and impressive AR technology, to engage and learn through the power of play.
Report commissioned by the Clore Duffield Foundation