Educational Innovation in Museums

Young visitors—both school groups and families—have distinct learning styles and expectations. They engage more easily with content when they can experiment and interact hands-on, particularly through game-based mechanics. Their attention is strengthened by interactive, story-driven experiences in which each discovery becomes a pathway to deeper understanding.

Families look for engaging visit experiences they can share together, while teachers expect high educational value—tools and activities that can be directly integrated into their classroom practice.

MAZEDIA’S EXPERTISE FOR YOUNG AUDIENCES

This deep understanding of user behavior lies at the heart of our approach.

or over 30 years, Mazedia has combined advanced digital expertise with a refined sense of cultural mediation to transform the museum visit into a meaningful learning experience.

Our teams design tailor-made experiences aligned with young visitors’ cognitive abilities and interests. By harnessing immersive storytelling and game-based learning, we create journeys that are both accessible and memorable.

Our goal is clear: innovation should enhance the discovery of the artwork or specimen—never replace it.

Our approaches to engaging young audiences

Phygital Experiences

Hybrid solutions combining physical media and digital content, designed to encourage hands-on interaction and visitor autonomy.

Family Phygital Trail – Muséum national d’Histoire naturelle, Galerie de Paléontologie

Context & Objectives: To offer families an autonomous experience within the gallery, alternating between digital interaction and direct observation of real specimens.

The Solution Developed: A tablet-based application featuring playful modules (quizzes, drag-and-drop activities, mini-games, augmented reality) and a complementary printed booklet

  • A step-by-step journey through the gallery
  • A password system to unlock each new stage
  • Custom-designed tablets

Key Features:

  • A seamless integration between digital interfaces and tangible elements
  • An experience designed for independent family use
  • A shared discovery experience that fosters intergenerational dialogue

Dunes & Forêts: Guardians of the Coast – Traveling Exhibition for Office national des forêts

Context & Objectives: To raise awareness of the ecological value of dune and forest ecosystems—and the specific ways they are managed—while offering families and school groups an active, participatory experience.

The Solution Developed: Eight interactive installations combining physical manipulation and multimedia content, integrated into modular, transportable furniture designed for a touring exhibition:

  • Digital content triggered via RFID technology
  • Multimedia stations featuring educational interactions

Key Features:

  • A phygital experience blending hands-on engagement with digital storytelling
  • An awareness-building approach grounded in concrete, experiential learning

Game-Based Learning Experiences

Experiences built around play, missions, challenges, progression, and storytelling—designed to make learning fun and engaging.

Les Explorateurs du Parc – Département des Alpes-Maritimes

Context & Objectives: To create a transmedia game encouraging families to explore the 12 natural parks of the department and discover biodiversity in a playful, hands-on way.

The Solution Developed:
A mobile application focused on missions and exploration, developed in partnership with Pl@ntNet:

  • Missions tied to on-site exploration
  • Avatar customization system
  • Unlockable content in each park
  • Collectible cards
  • Park-by-park download for mobile use

Key Features:

  • Encouragement of observation and physical movement
  • Transforming visits into family adventures
  • Strengthened engagement with natural environments

Viavo App – Vaux-devant-Damloup

Context & Objectives: To enable families and school groups to explore a lost village from World War I and discover the forest’s natural heritage.

The Solution Developed:
A mobile application combining augmented reality, real-time 3D, and storytelling:

  • A heritage trail presenting the village reconstructed in 3D with scenes of daily life
  • A complementary website offering educational resources
  • A biodiversity trail revealing twelve local species in situ via augmented reality
  • Game mechanics with quizzes and missions, featuring a progression system

Key Features:

  • Immersive storytelling supporting remembrance and historical reflection
  • A playful approach tailored for family use
  • Seamless continuity between on-site visits and online resources

Pedagogical Activity Continuum

Wezit Education stems from a three-year research project bringing together museums and educational science researchers. In contexts where school audiences often remain distant from museum innovations, this solution aims to create a pedagogical bridge between the visit site and the classroom.

Scenarios are custom-designed to fit the site’s focus and built on existing technological modules. They can be adapted for different school levels, from middle to high school.

Mission-based mechanics develop transversal skills such as teamwork, information selection, and structured presentation.

Core elements of the experience:

  • Discovery of the site and its collections
  • Resource collection during the visit
  • Classroom workshops to complete missions using collected materials

On-Site Experience at the Musée des Arts et Métiers

Context & Objective: Provide school groups with an enriched experience around the “Transports” collection, combining guided mediation and interactive activities to enhance learning and engagement.

The Solution Developed:

  • Tablets operated by the guide to trigger content and activities
  • Autonomous exploration time for collecting information and resources
  • Classroom workshops to collaboratively finalize missions

Key Features:

  • Experience designed for school group engagement
  • Pedagogical continuity aligned with curricula
  • Durable, collective-use equipment

Remote Exploration of the Transports Collection

Context & Objective: Offer classes unable to travel to the museum an interactive, immersive remote experience of the collections directly from the classroom.

The Solution Developed:

  • Live, remote guided tour led by a mediator
  • Exploration using 360° photos and videos
  • Interactive tools to support participation and assess understanding
  • Resource collection and mission completion via the Wezit Education platform

Key Features:

  • Broader Access to Collections for Remote Audiences
  • Human-guided mediation integrated into the digital experience
  • Sustained attention throughout the visit

Inspired by These Examples? Want to create a young-audience experience, a school trail, a family game, or a phygital installation?

Get in touch with us to co-design your next educational experience!

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