Three Captain Cook Concepts

Here are our ideas for the next Flexhibit. Please let us know which you like best.

1. The Master Navigator:

Learn about Cook's journey's, navigation, and the transit of venus by assembling a kit-set globe, placing incidents from Cook's voyages on it, and calculating the distance of 1 astronomical unit at the scale of your globe.

2. Paradise Lost:

Learn about the history of science, particularly the shift in thinking from exploitation to conservation of natural resources by classifying flora according to three different systems: Enlightenment Science, Maori Tikanga and Ecological Niches. Teams or individuals swap images of flora and race each other to fill all the niches in their cabinet of curiosities.


3. A Hog for a Hatchet :

A bartering game that helps players understand the difficulties of first contact between European sailors and Polynesian Islanders. Each side starts with a different set of rules, and must learn the other side's rules by trading. Captain Cook and the crew of the Endeavour aim to sail away fully provisioned, while the Polynesian Islanders try to retain sufficient provisions and mana to survive. The aim is to learn to negotiate each other's rules for a win/win result, rather than the lose/lose of violence and a war of resources.

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