Scout Programs

Programs last for 60-75 minutes and advance registration is required. Programs are available Tuesday – Friday after school and during vacation weeks.

Please see the Scheduling Information for more details.

The following programs are specific Girl Scouts of the USA badges and can be completed at the New Haven Museum.

  • Playing the Past (Junior Girl Scouts)
    Dream up a character: a girl or woman who lived in another time period.  Maybe a poodle-skirt-wearing Girl Scout from the 1950s, a Wild West cowgirl, a medieval duchess, or a Japanese princess form long ago?  You can be someone who really existed or a historical woman from  your imagination.  Give yourself a new name and get ready to live history!  This is a wonderful badge that can be earned through activities at the New Haven Museum.  During the summer season, the badge can be earned at the Pardee-Morris House, for those interested.
  • My Family Story (Brownie Girl Scouts)
    Every family has stories.  It’s good to share them so you know who helped make you who you are.  Do this badge to find out more about the people you love and who love you.  That’s your family!  What better place to learn about family than through history at the New Haven Museum?  The activities required to earn this badge can all be done in our museum space.
  • Celebrating Community (Brownie Girl Scouts)
    The New Haven Museum is a great place to complete all the steps required for this badge because, communities often celebrate what makes them special.  A Brownie group is a community!  Other communities– your town, state and country– have celebrations, like ceremonies or parades.  They might also celebrate by building statues or museums.  In this badge, find out what your communities do to celebrate all the people in them.

The following programs are also available for Girl Scouts.

  • New Haven Herstory
    This program focuses on the role of women through time in New Haven. The program traces women from the Quinnipiac Indians to the twentieth-first century. Girls will explore the roles and experiences of women in each era. Older girls may explore primary documents connected to individual women in New Haven’s past. Younger scouts will participate in a craft activity.
  • The Story of the Amistad
    This program traces the experiences of the African people on board the Amistad using the art and artifacts in the museum. Scouts will have the opportunity to explore the role of art in this historic event by studying the portrait of Cinque by Nathaniel Jocelyn and other images. Girls will create their own art relaying the important concepts of the story. In addition, scouts may investigate documents connected to the Amistad Africans and others involved in the anti-slavery movement in New Haven.
  • Quinnipiac Indians
    Scouts will explore the rich heritage of the Quinnipiac Indians, including their oral traditions and legends relating to local natural resources and landmarks. Activities include: creating their own legends; debating the issues of the treaty between the Quinnipiac and English settlers; studying the Quinnipiac leaders including the woman sachem Shampishuh; and making a craft in the style of the Quinnipiac.
  • Coming to America: The Roots of New Haven
    Scouts will use the museum collection to discover the original New Haven settlers and foundation of the city. Using primary documents including census records and maps, scouts will trace the waves of immigration into New Haven and explore how people from many nationalities have interacted to make New Haven what it is today. Scouts will make a map of one New Haven neighborhood, charting the nationalities of its inhabitants through time. If your troop is from New Haven and would like to focus on a particular neighborhood, please let us know in advance.
  • Life as a Child in the 1700s
    This interactive program for Junior or Brownie Scouts explores the museum and discusses life during the colonial period through the perspective of a child. Scouts can participate in hands-on activities with reproduction objects including toys and games, clothing and household chores. An activity creating their own copy book and practicing penmanship with a quill pen round out the program.
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