Main Event Provides Fun, Creative In-Center Field Trips
Glenn Mandel — August 25, 2021 — Social Good
References: prnewswire & fsrmagazine
Main Event, one of the fastest-growing family entertainment centers in the country, now offers Play Academy, an in-center experience based on a STEAM curriculum that brings fun, standard-based learning experiences for students and teachers to Main Event locations around the U.S.
Main Event has launched a first-of-its-kind accredited educational program that uses a curriculum aligned with national learning standards. In partnership with leading education consultants STEM.org and Big Thought Institute, students in grades 1 through 12 can enjoy educational learning labs that complement some of Main Event’s main attractions. These include sports games, bowling, and laser tag.
From experimenting with probability and kinetic energy through Skeeball and Air Hockey to learning about variables through bowling, these games are transformed into problem-solving, captivating classwork for a fun and engaging learning experience.
Image Credit: Main Event
Main Event has launched a first-of-its-kind accredited educational program that uses a curriculum aligned with national learning standards. In partnership with leading education consultants STEM.org and Big Thought Institute, students in grades 1 through 12 can enjoy educational learning labs that complement some of Main Event’s main attractions. These include sports games, bowling, and laser tag.
From experimenting with probability and kinetic energy through Skeeball and Air Hockey to learning about variables through bowling, these games are transformed into problem-solving, captivating classwork for a fun and engaging learning experience.
Image Credit: Main Event
Trend Themes
1. Steam-based Field Trip Experiences - The success of Main Event's Play Academy indicates a growing demand for engaging and interactive STEAM learning experiences outside of the classroom.
2. Accredited Educational Programs in Family Entertainment Centers - The development of educational programs by family entertainment centers presents opportunities for business innovation and customer retention.
3. Gamification of Learning - The application of gamification to traditional classroom subjects could transform education and inspire the development of new tech and entertainment products.
Industry Implications
1. Family Entertainment Centers - Family entertainment centers can benefit from the integration of education and accreditation to expand their customer base and enhance their reputation.
2. Education - The incorporation of interactive, engaging elements into education could drive innovation in learning software and pedagogy.
3. Technology - The convergence of gaming and education creates opportunities for the development of interactive software, simulations, and other learning technologies.
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