Interactive science & education adventures

Make discovery something visitors do.

RÆDEL turns science centres, discovery venues and educational attractions into interactive adventures where evidence, experiments, observation and logic drive the story forward.

Learning through action

Use the answer.
Don’t just read it.

Science and educational interpretation becomes more memorable when visitors need it for a reason. RÆDEL can turn an experiment result, scientific fact, specimen, diagram or observation into evidence that unlocks the next stage of an adventure.

Evidence led

Find out, then use it

Visitors can collect information from real displays or experiments and apply it immediately.

Problem led

Give learning a purpose

A story can create a reason to understand a concept before the group can solve the next challenge.

Discovery led

Reward curiosity

Questions, logic and interactive puzzles can turn interpretation into active investigation.

One possible science adventure

Turn the venue into a live experiment.

Imagine the observatory’s systems have fallen out of alignment. Visitors must move through the venue, gather evidence from exhibits and solve a sequence of scientific problems before the final countdown expires.

01
Meet the scientist

A character explains the failure and introduces the first piece of evidence needed.

02
Run the observation

A real exhibit, model or interpretation point provides data for the investigation.

03
Record the result

Visitors use what they learned to answer a question or collect a value.

04
Solve the system

The evidence feeds into logic, ordering, alignment or another interactive puzzle.

05
Complete the finale

The final challenge combines earlier discoveries into one satisfying outcome.

Built around discovery venues

What can become
part of the challenge?

Scientific content does not need to sit beside the game. It can be the reason the game works.

Experiments

Use results, observations and cause and effect as information visitors need to progress.

Specimens & collections

Turn physical objects and scientific collections into evidence for the story.

Observation

Make visitors compare, classify, count or notice patterns in real exhibits.

Logic & systems

Use ordering, alignment, deduction and interactive mechanics to reinforce problem solving.

Characters & missions

Give scientific content a narrative reason to matter through a mission or investigation.

Groups & education

Adapt language and challenge style for families, schools or organised learning visits.

Use technology where it earns its place

The browser becomes
part of the experiment.

Touch, motion, camera, QR and other supported browser capabilities can become useful mechanics in a science adventure, but they should be selected because they reinforce the challenge rather than because the phone can do them.

01
No dedicated app

Visitors can open the experience in a modern browser from a link or QR code.

02
Interactive puzzle mechanics

Touch, drag, rotate and align interactions can mirror the thinking required by the real exhibit.

03
Optional sensors

Camera, movement and orientation can be used where browser support and the learning goal make them worthwhile.

For science & education teams

Build a challenge
around the learning goal.

Different adventures can use the same venue for family discovery, school groups, curriculum linked activity or special events, with difficulty and language adapted to the audience.

Learning outcomes

Start with what visitors should understand

Build the story and puzzles around the concepts that matter.

Different levels

Change complexity by audience

The same exhibit can support a simple family observation or a harder logic challenge.

Reusable mechanics

Create more from the same venue

Puzzle types and media can be reused across new stories and programmes.

Special programming

Support events and themes

Science festivals, school holidays and temporary exhibitions can have their own adventure.

Science adventure questions

Useful answers
before you start.

Can RÆDEL use answers from real experiments or exhibits?

Yes. The adventure can ask visitors to observe a result or use information from an exhibit as part of the next challenge.

Can puzzles be more than multiple choice?

Yes. RÆDEL supports interactive mechanics such as ordering, logic, collection, alignment and other puzzle styles depending on the adventure.

Can the experience work for school groups?

Yes. Content, language, route and challenge difficulty can be adapted for an educational audience.

Can we use touch, camera or motion?

Where browser and device support allow, those features can be used when they improve the learning or story experience.

Do visitors need to install an app?

No. The adventure runs in the browser.

Can one science centre have several adventures?

Yes. Different audiences, events and themes can have separate adventures using the same core platform.

Start with the question

What should visitors discover for themselves?

Tell us about the exhibits, learning goals and audience. We can turn the answer into something visitors have to find, use and solve.