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Museums are not just places to admire paintings or ancient artifacts: they are real idea workshops for teenagers. A recent study examined how museum visits can boost creativity during secondary school. Researchers gathered international articles describing creative activities in museums, such as art labs, historical role‑playing games, and design projects.

The findings highlight five key aspects. First, creativity can be the final goal of a museum pathway, when students must invent a story or artwork inspired by the exhibition. Second, museums serve as a tool to learn specific concepts, for example using ancient objects to create new inventions. Third, the most common creative expressions are drawing, writing, and prototype building. Fourth, these moments happen in interactive settings: guided labs, themed routes, and digital spaces. Finally, activity evaluation ranges from self‑report questionnaires to teacher observations.

The authors conclude that, to fully harness creative potential, museums need to design programs specifically for youth, involving schools and families. A deeper analysis could reveal how these experiences affect not only creativity but also self‑confidence and problem‑solving skills. In short, museums can become true idea catalysts, turning a simple visit into an invention adventure.

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The review article employs a narrative bibliographic methodology, involving systematic searches in databases such as Scopus, Web of Science, and ERIC. Studies published in the last twenty years were included, with selection criteria focusing on museum interventions aimed at students aged 12 to 18.

The creative activities examined fall into three theoretical categories: (1) Constructivist approach, where learners build knowledge by manipulating museum objects; (2) Experiential approach, emphasizing sensory immersion and emotion as drivers of creativity; (3) Interdisciplinary approach, integrating art, science, and history within design‑thinking projects.

From a neurocognitive perspective, museum experiences activate the default mode network (DMN) and the dopaminergic reward system, fostering the generation of original ideas. Creativity assessments were conducted using standardized tests (Torrance Tests of Creative Thinking) and qualitative rubrics.

Identified gaps include a paucity of longitudinal studies tracking long‑term impact and the need for evaluation tools sensitive to cultural differences. Future research should explore augmented reality and artificial intelligence to personalize museum experiences, as well as investigate the interaction between intrinsic motivation and the museum context.

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Authors:
Ricard HuertaVicente Alfonso-Benlliure
Date Published:
Original Article www.mdpi.com
Fact-check verified on 27/05/2026
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Creative Commons License CC BY-NC-SA 4.0

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