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Real World Ready  ·  Layer 1: Authentic Experience

MTG Hawke's Bay

History  ·  Social Studies  ·  The Arts  |  Years 0–13  |  Institution companion  ·  ELC-funded programmes available
Three buildings on the Napier waterfront hold one of the most instructionally rich sites in Hawke's Bay. The 1931 earthquake that reshaped the region, the taonga of Ngāti Kahungunu, and the Art Deco architecture that rose from the rubble are not separate curriculum topics at MTG — they are a single continuous story, told through primary sources, immersive experiences, and a collection that has been growing since 1865. A student who stands inside the shake house reconstruction or handles archive material connected to the disaster is not receiving information about the earthquake: they are receiving the earthquake as a learning experience. No classroom resource manufactures that. This protocol gives you the programmes, the encounters, and the back-in-the-classroom tools to make a visit to MTG earn curriculum weight well beyond the day itself.

Visit information

Location

1 Tennyson Street, Napier (Marine Parade waterfront, opposite the Napier Soundshell)

Contact

[email protected]
+64 6 835 7781

Opening hours

Daily except Christmas Day. Verify current hours at mtghawkesbay.com before booking.

Entry

Free entry to permanent collection. ELC-funded education programmes have a per-student charge. Verify current costs with the education team at time of booking.

Transport

Central Napier. Street parking on Marine Parade. Coach drop-off on Tennyson Street. Walking distance from central Napier schools.

Booking

Book directly with the MTG education team. Self-guided visits are available; educator-led programmes require advance booking. Programmes can be tailored to your teaching focus.

ELC funding note: MTG Hawke's Bay operates education programmes with Ministry of Education ELC (Enriching Local Curriculum) funding. Funding arrangements and programme availability are subject to change. Verify current programme status and any costs with the education team before confirming a booking.
Prepare
At MTG
AI as thinking partner
Trace and act
Using the programmes

MTG offers educator-led programmes, self-guided visits, and tailored sessions. All programmes below are delivered at the museum. Contact the education team to discuss which programme best fits your class and curriculum focus.

Years 1–8  ·  Social Sciences, History
Quake '31: The Day that Rocked Thomas' World

Thomas's story of the 3 February 1931 earthquake is told using a Kamishibai story theatre box, followed by a visit to the earthquake gallery. Students examine real objects from the disaster. A foundational introduction to the 1931 event for junior and middle school students.

Years 5–10  ·  Social Sciences, History, The Arts
Quake '31: Breaking News!

Students travel back in time to report live from Napier moments before and after the earthquake. Using green screen technology and archive material, teams research, script, and record eyewitness news reports from the day. Combines historical inquiry with media production.

Years 9–13  ·  Social Sciences, Geography, History, Visual Arts
Quake '31: Life at the Boundary (Secondary)

A 1.5-hour programme using the Shockwave exhibition and primary source material. Students examine geological context, primary source evidence, and kotahitanga — the collective action required to rebuild communities and infrastructure. Includes an outdoor component.

Years 1–8  ·  Social Sciences, Technologies
Hangarau me te Māori: Māori and Technology

Students explore a range of early Māori tools, then try technologies: extracting muka from harakeke, weaving, using a tuwiri, and designing on Tinkercad. Concludes with a visit to the Kuru Taonga gallery. Links traditional and contemporary technological thinking.

Years 1–8  ·  History, Social Studies, The Arts
Art Deco on the Edge

A walking tour of Napier's CBD explores the Art Deco architecture that rose from the 1931 earthquake, followed by a workshop to create Art Deco-inspired designs. Connects historical event to architectural and design response. Verify current availability with the education team.

All year levels  ·  Social Studies, Tikanga
Matariki

The MTG Education Suite is transformed into a whare tapere. Students listen to pūrākau and engage with Matariki traditions in an immersive setting. Seasonal programme — contact the education team for scheduling.

Self-guided visits: Teachers who have visited MTG before and are confident with the collection can book self-guided visits facilitated by the education team. The Shockwave earthquake gallery, Kuru Taonga, and the Art Deco architecture of the building itself all support curriculum-focused self-guided work with the right preparation.
What students encounter

MTG holds a nationally significant collection across three interconnected buildings. The encounters below are consistent across most visits — specific programmes build on them differently depending on year level and curriculum focus.

Shockwave: Hawke's Bay's Great Quake, 1931

The rebuilt earthquake exhibition opens with Rūaumoko, god of earthquakes, told by kaumatua Matt Eru. Students move through the story of the 7.8 magnitude event, examine archive photographs and personal artefacts, and enter the shake house — a reconstructed 1931 cottage in which a simulated earthquake experience gives a physical sense of the event's power. The memorial area acknowledges the 256 lives lost.

Kuru Taonga: Voices of Kahungunu

The permanent Māori gallery presents the history of Ngāti Kahungunu and the shaping of Te Matau-a-Māui through taonga, oral histories, and iwi narratives. Approximately 60% of the Taonga Māori collection is directly linked to Ngāti Kahungunu. Students encounter real taonga in a gallery designed in partnership with iwi, with tikanga and te reo Māori embedded throughout.

Art Deco architecture and collection

The MTG buildings include an Art Deco wing that is itself a curriculum resource. Students encounter the design philosophy that shaped Napier's rebuilding after 1931, from the museum's own structure to artefacts, photographs, and decorative objects from the period. Napier's CBD, a short walk away, extends the encounter into the built environment.

Contemporary art gallery

Changing exhibitions feature New Zealand and Hawke's Bay artists, including significant works with Ngāti Kahungunu connections. The gallery provides context for conversations about how artists respond to place, history, and identity — directly relevant to The Arts and Social Studies at senior levels.

Primary source archive material

Depending on the programme, students may encounter photographs, documents, newspaper clippings, and personal records from the earthquake and from the region's broader history. Handling or closely examining primary sources is a distinct encounter unavailable in any classroom.

Practical notes for teachers

MTG is an experienced school visit destination with a professional education team. These notes supplement the museum's own briefing materials.

1
Book well in advance

ELC-funded educator-led programmes are in demand. Contact the MTG education team as early as possible, especially for Term 2 Matariki programming and for secondary groups targeting NCEA achievement standards.

2
Clarify your curriculum hook before calling

MTG can tailor sessions to your teaching focus. Knowing whether your priority is the historical event, the Ngāti Kahungunu stories, the Art Deco design response, or primary source research will help the education team build the right visit for your class.

3
Prepare students for the shake house

The simulated earthquake experience in Shockwave is immersive and realistic. For students with anxiety around loud noise, sudden movement, or confined spaces, preview the experience description with them before the visit. The education team can advise on what to expect.

4
Plan time for the Kuru Taonga gallery

Even if your programme focus is the earthquake, the Kuru Taonga gallery repays additional time. The taonga and iwi narratives are relevant across Social Studies, History, and Tikanga, and many students encounter Ngāti Kahungunu stories here that they do not encounter at school.

5
Use the Art Deco architecture on the way in and out

The MTG building itself, and the blocks immediately surrounding it on Marine Parade and Tennyson Street, are curriculum resources. Ten minutes of deliberate looking before entering or after leaving extends the encounter into the built environment at no extra cost.

6
Assign an observation task before arriving

Students who arrive with a question — "what did people do in the first hour after the earthquake?" or "what does this taonga tell you about the person it belonged to?" — engage more deeply with every encounter. Brief, open-ended observation prompts are more effective than worksheets for most year levels.

NCEA connections: The Shockwave exhibition and archive material directly support NCEA History, Geography, and Art History achievement standards. Secondary teachers planning a visit for NCEA purposes should discuss this specifically with the MTG education team, who can advise on how to structure the session around relevant standards.
Health and safety: Follow your school's EOTC procedures. The shake house simulation involves movement and sound; advise the education team in advance if any students have sensory sensitivities or mobility considerations. MTG staff will provide a site safety briefing on arrival.

Back in the classroom: AI as thinking partner (Real World Ready Layer 2)

These prompts build on what students saw, heard, and experienced at MTG. The most effective prompts begin with something specific from the visit: an object, a moment in the shake house, a taonga in the Kuru Taonga gallery, or an Art Deco detail from the street. The richer the starting point the student brings, the more the AI response can be interrogated against what they actually encountered.

Years 0–6
The earthquake story

Ask a gen AI chatbot: "Tell me about the 1931 Hawke's Bay earthquake." Read the answer. What did you see at MTG that the AI did not mention? What did the shake house show you that words alone cannot?

What does this taonga do?

Choose one object from the Kuru Taonga gallery. Describe it to a gen AI chatbot and ask: "What do you think this object was used for?" Compare its answer with what the gallery told you. Did the AI get it right?

Why Art Deco?

Ask a gen AI chatbot: "Why is Napier an Art Deco city?" Then look at a photograph you took or a memory from the visit. Does the AI's explanation match what you saw? What does the AI leave out?

Rebuild the city

Tell a gen AI chatbot: "After the 1931 earthquake, people in Napier had to rebuild the city very quickly. What decisions would have been hardest to make?" Share its answer and your own. Do you agree?

Years 7–10
Check the AI against the archive

Ask a gen AI chatbot to describe what happened in Napier on 3 February 1931. Identify three specific claims it makes. For each claim, note whether the MTG exhibition confirmed it, complicated it, or contradicted it. What does the gap reveal about how the AI generated its account?

Kotahitanga in action

The MTG programme uses the concept of kotahitanga — collective action — to describe how communities rebuilt after 1931. Ask a gen AI chatbot: "What does kotahitanga mean, and how has it been expressed in Ngāti Kahungunu history?" Then compare its answer with what the Kuru Taonga gallery showed you.

Design as a response to disaster

Ask a gen AI chatbot: "How did the Art Deco movement shape the rebuilding of Napier after 1931, and why was it chosen?" Then walk through your memory of the building and the street. Where does the AI's explanation hold up, and where does the actual architecture tell a different or more complex story?

Whose story is told?

In the Kuru Taonga gallery and the earthquake exhibition, MTG makes specific choices about whose stories are centred and how they are told. Ask a gen AI chatbot: "How do museums decide which stories to tell and which voices to include?" What would you add or change at MTG based on what you saw?

Years 11–13
Primary source vs AI account

Select one primary source you encountered at MTG — a photograph, newspaper report, personal account, or taonga. Ask a gen AI chatbot to describe the same event or object from its training data. Write a structured comparison: where does the AI account align with the primary source, where does it diverge, and what does that divergence reveal about the limits of language model training data for historical inquiry?

Disaster and political response

Ask a gen AI chatbot to explain the political and social responses to the 1931 earthquake: what decisions were made, by whom, and with what long-term consequences for Napier and Hawke's Bay. Evaluate the response against what the MTG exhibition presented. Where does the AI flatten complexity or omit Māori perspectives that the museum foregrounded?

Taonga as historical evidence

Select one taonga from the Kuru Taonga gallery. Use a gen AI chatbot as a thinking partner to build an argument for why this object constitutes historical evidence. Then write a reflection: what can you claim from direct encounter with the taonga that you could not claim from a photograph of it, and what can you claim from a photograph that you could not claim from the AI's description?

Museum as historical actor

MTG has made curatorial choices about how the 1931 earthquake and Ngāti Kahungunu history are presented. Ask a gen AI chatbot: "What ethical responsibilities does a regional museum have when curating exhibitions about disaster, colonisation, and indigenous history?" Then evaluate how well MTG meets those responsibilities based on what you observed. Where does it succeed and where might it do more?

EXPERIENCE TRACE SCALE  ·  MTG HAWKE'S BAY
Level Years 0–6 Years 7–10 Years 11–13
1 Student names at least one thing they saw, heard, or experienced at MTG and can place it in the context of the visit: the earthquake, the taonga, the Art Deco buildings, or the shake house experience. Student identifies specific encounters from the visit — a programme activity, an object in the collection, a moment in the exhibition — and connects each to a curriculum concept: historical cause, cultural identity, or design response. Student identifies and records specific primary sources encountered at MTG, notes the context in which each was presented, and begins connecting them to relevant NCEA achievement standard requirements.
2 Student makes a claim about what the visit showed them that they did not know before. Can explain the claim in their own words with reference to something specific from the exhibition or programme: "The shake house showed me that..." or "The taonga told me that..." Student constructs a causal or interpretive account using evidence from the visit: connecting the geological event to the design response, or connecting taonga to iwi history and contemporary identity. Account goes beyond description to interpretation. Student uses primary source material from the visit to support a sustained historical or analytical argument. Identifies where the source confirms, complicates, or contradicts other accounts including the gen AI chatbot's account of the same event or object.
3 Student compares what a gen AI chatbot said about the earthquake, a taonga, or Art Deco with what the MTG exhibition showed them. Can explain in simple terms why the two accounts are different and which one they trust more for a specific question. Student documents a comparison between the gen AI account and the MTG encounter for at least one specific topic. Identifies where the AI account aligns and where it diverges, and explains what the divergence reveals about the limits of AI-generated historical explanation. Student produces a structured analysis of the gap between gen AI-generated historical explanation and primary source encounter, identifying the epistemological difference between language model output and direct engagement with archival or material evidence.
4 Student explains what being at MTG added that a video, a book, or an AI answer could not. Can name one specific sensory or emotional detail from the visit: the scale of the photographs, the feel of the shake house, the presence of real taonga in the room. Student articulates why the direct encounter with primary sources, taonga, and immersive exhibition design matters for the quality of a historical claim. Explains what "being in the room with the evidence" provides that secondary sources and AI-generated accounts cannot replicate. Student reflects on the epistemological weight of direct encounter with material evidence in historical and cultural inquiry: what physical presence with primary sources allows the inquirer to claim, and what obligations that encounter creates for accurate and respectful representation.
5 Student generates one question from the visit that they want to keep investigating: something they saw that they do not yet understand, or something the exhibition raised that the programme did not resolve. Can say where they would look for an answer. Student formulates an inquiry question from the visit that is answerable through further research, specifies at least two sources they would use (one of which is not a gen AI chatbot), and explains what a satisfying answer would need to demonstrate. Student designs a research or creative project anchored in the MTG visit: specifies the inquiry question, the evidence base including any primary sources accessible through MTG or its archive, the method of analysis, and the form the final work will take — connected to relevant NCEA achievement standards where applicable.