Key Takeaways
- Book the visit and ask the museum what self-guided groups may do; some museums ban lecturing by teachers but welcome worksheets and pencils.
- Build the hunt around the house rules: pencils only, a set distance from the art, no bags, and the museum's own phone and photo rule.
- Let the chaperone ratio set the teams, so every team has its own adult the whole time.
- Keep it short: six to eight targets spread across galleries, with a different starting clue for each team.
- Write clues that can only be answered by looking at the object, and score careful looking above speed.
- Put one scorekeeper at a fixed meeting point with the answer key, and agree the meeting time before anyone sets off.
A museum visit with no plan tends to go one of two ways: students drift through the galleries in a herd and remember the gift shop, or they scatter and an adult spends the afternoon counting heads. A scavenger hunt fixes both. Small teams, each with an adult, work through a short list of objects, and every clue makes them stop and look closely at something before they move on. This guide covers how to set one up, from the museum's rules to the last point on the scoreboard, and ends with a template you can copy into your own document.
A caution before you start. Every museum sets its own rules for school groups: how many students per adult, what students may carry, whether phones and photos are allowed, and what teachers may do in the galleries. Those rules beat any general advice, including this article's. The rules quoted below come from three museums and are examples, not a standard. Check the museum's own rules on its school-group page, and ask its education or group-visits office if anything is unclear. Your district's field trip policy applies too, so read your district policy on supervision, transport and permission before you book.
Book first, and ask whether self-guided activities are welcome. Most museums want school groups to reserve, even when entry is free. The Norton Simon Museum, for example, requires reservations for all school and youth groups and charges no admission for students, teachers and adult chaperones escorting a school group [2]. When you book, ask what a self-guided group may do. Some museums draw a clear line between teaching and activities: the Museum of Modern Art says non-museum staff may not lecture to student groups in its galleries, but teachers may create and provide worksheets and pencils for their students [1]. A scavenger hunt sheet is exactly that kind of worksheet, but ask, because the rule varies from museum to museum.
Build the hunt around the house rules. Three rules come up again and again, and each one shapes the game. First, pencils only: the Museum of Modern Art says pencils are the only writing utensils allowed in its galleries [1], the Norton Simon Museum asks groups to write in the galleries with pencils only, with no ink pens or markers [2], and the Getty Center lists pens and markers among the items to leave on the bus [3]. Pack a pencil and a clipboard or firm card for every student. Second, distance: the Museum of Modern Art asks students and adults to stay at least an arm's length from works [1], and the Getty Center asks visitors to stay at least 12 inches away from works of art, including furniture on display [3]. Write that distance into the rules card, and never write a clue that needs a student to get close to read a tiny detail. Third, bags: the Norton Simon Museum asks groups to leave bags, backpacks, food and drinks at school or on the bus [2], and the Getty Center lists water bottles, backpacks and food among the items that cannot be carried into the museum [3]. Plan for students to carry only the hunt sheet and a pencil.
Check the photo and phone rules before you write a photo clue. Photo clues are popular, but museums differ. The Museum of Modern Art's self-guided tips say visitors may not use cell phones and electronic devices in the galleries [1]. The Norton Simon Museum allows non-flash photography of its permanent collection for private, noncommercial use, but says works on loan from other collections may not be photographed, and that the gallery label shows whether a work is on loan [2]. If photos are allowed, a photo clue can work; if not, use a sketch clue instead. Either way, check the museum's own rules and say on the rules card which one applies.
Let the chaperone ratio set the teams. The adult-to-student ratio the museum requires is the natural team size, because each team needs its own adult the whole time. Ratios vary. The Norton Simon Museum requires one adult for every five students under 6th grade, one for every eight in grades 7 to 9, and one for every ten in grades 10 to 12, in groups of fifteen or smaller [2]. The Getty Center requires one chaperone over age 18 for every 15 students, allows at most two chaperones per 15 students, and asks chaperones to stay with their groups at all times, even if their students are high school aged [3]. The Museum of Modern Art asks for groups of no more than ten students, each with a chaperone [1]. Use the strictest ratio that applies, from the museum or your district, and form the teams before the trip so nobody is sorting students in the lobby.
Time-box it. A hunt with no clock drifts. Here is one suggestion for a visit of about two hours, which you can stretch or shrink: 15 minutes to arrive, check in, split into teams and read the rules aloud; 75 to 90 minutes for the hunt; and 15 to 20 minutes to gather at the meeting point, score, and share. If the museum offers a guided lesson, the hunt can follow it, using the self-guided time afterward. Tell students the agenda in advance: the Getty Center notes that students learn more on a field trip when they know basic information such as how long they will be in the museum and when lunch is [3].
Pick fewer targets, and spread them out. Six to eight objects is plenty for 75 to 90 minutes, because each clue should take a few minutes of real looking, plus walking time. Spread the targets across several galleries or floors so teams are not all crowding the same room, and give each team a different starting clue so they move through the building in a different order. Museums ask groups not to block the way: the Norton Simon Museum asks groups to proceed through the galleries in an orderly fashion and avoid blocking stairways and passageways [2]. The week before the trip, check that every target is still on view on the museum's website, because galleries close and loans rotate, and pick one backup object for each clue.
Write clues that make students look, not search. A good clue can only be answered by standing in front of the object. A few clue types work well at any age. A detail clue shows or describes one small part of a work, and the team must find the whole work and write its title from the label. A counting clue asks how many of something appear: animals, windows, hands, colors. A compare clue sends the team to two works and asks one question about both, such as which one feels calmer and why. A sketch clue asks for a quick pencil sketch of one shape or object in a work; the Norton Simon Museum, for example, permits sketching with dry media only, in a spot that does not block an entrance, exit or anyone's view, and without stools, chairs or easels [2]. A thirty-second clue asks the team to look in silence for thirty seconds, then each write one thing they noticed. Avoid clues that a phone search can answer, and keep the reading level right for the youngest student on each team.
Score for looking, not running. Give points for each target found, and extra points for the quality of what the team wrote or drew, so a careful team can beat a fast one. Make walking a rule and say what happens if a team runs, such as a short pause. Decide in advance how ties are broken, for example by the best answer to one open question chosen by the adults. Keep the scoring simple enough that one adult can total it in a few minutes at the end.
Appoint one scorekeeper, and one meeting point. One adult, not attached to a team, stays at a fixed spot near the meeting point for the whole hunt. That person holds the master answer key and the scoresheet, records each team's check-in time, and is the person a chaperone contacts if anything goes wrong. Agree on the meeting place and the meeting time before anyone enters the galleries; the Getty Center's checklist says to do exactly that [3]. Give every chaperone the time to start heading back, about ten minutes before the end, so no team is still three floors away when the bus is due.
Brief the chaperones. Each chaperone gets the team list, the clue sheet with answers, the rules card, the meeting time and place, and the scorekeeper's phone number. Tell them their job is to keep the team together and safe, to remind students of the distance and pencil rules, and to ask questions that slow the team down, not to give answers. Walk through what happens if a student is missing: the chaperone keeps the rest of the team in place and calls the scorekeeper, who alerts the trip leader and museum staff. Our field trip chaperone guidelines cover the briefing in more depth, with a printable day-of card.
Make it work for every student. Check the museum's accessibility page for elevators, seating, quiet rooms and any loan wheelchairs or sensory kits, and plan each team's route so it does not depend on stairs. Give each team member a role, such as reader, sketcher, scout or timekeeper, so every student has a job that suits them. Offer the clue sheet with larger print, pictures or read-aloud help where students need it, and make sure accommodations in a student's plan go on the trip with them. Check your district policy on staffing for students who need extra support.
Plan lunch and the boring logistics too. Ask the museum where a school group can eat before you assume there is a lunchroom. The Museum of Modern Art, for example, says it does not provide lunch facilities for school groups and points groups to nearby public spaces instead [1]. Settle transport, permission slips, medical information and the money side before the trip; our field trip checklist, permission slip template and school trip budget guide walk through each.
Finish with a group photo, a prize and one minute each. Gather at the meeting point, total the scores, and announce the winner. A small prize works best when it ties to the visit, such as postcards or a poster of a work from the hunt, chosen by the adults. If photography is allowed where you gather, take a group photo, and follow your district's rules on publishing photos of students. Then give each team one minute to show the object they liked most and say why. Back at school, a short follow-up keeps the learning: the Getty Center suggests post-visit activities to remind students what they saw and reinforce what they learned [3].
Scavenger hunt template (copy and adapt). Copy the paragraphs below into your own document, replace everything in brackets, and check it against the museum's own rules and your district policy before you print.
Template, part 1: hunt basics. Museum: [name]. Date: [date]. Arrival and check-in: [time]. Hunt starts: [time]. Head back to meeting point: [time]. Hunt ends: [time]. Meeting point: [exact spot]. Scorekeeper: [name and phone]. Trip leader: [name and phone]. Museum's school-group contact: [name or desk, phone]. Students: [number]. Teams: [number] teams of [number], each with one adult. Museum ratio checked on: [date].
Template, part 2: teams. Team A: chaperone [name], students [count], starting clue [number]. Team B: chaperone [name], students [count], starting clue [number]. Team C: chaperone [name], students [count], starting clue [number]. Add a line for each team. Keep the student lists on the chaperone copies only, not on the sheets students carry.
Template, part 3: rules card (read aloud before the hunt). Stay with your team and your adult at all times. Walk, never run. Pencils only, no pens or markers. Stay at least [the museum's distance, for example an arm's length] from every work of art, and never touch. Use quiet voices. Phones and photos: [the museum's rule]. Bags: [left on the bus or in the coat check]. Be back at [meeting point] by [time]. If you are separated from your team, go to [the nearest museum staff member or the meeting point] and stay there.
Template, part 4: clue sheet. Clue 1, detail: [describe one small detail]; find the work and write its title from the label: ______. Clue 2, counting: in [the work or gallery], how many [things] can you count? ______. Clue 3, compare: find [work one] and [work two]; which feels [calmer, older, louder] and why? ______. Clue 4, sketch: sketch [one shape or object] from [the work], in pencil. Clue 5, thirty seconds: in [gallery], look at [the work] in silence for thirty seconds; each team member writes one thing they noticed. Clue 6, label: what material is [the work] made of, according to its label? ______. Add clues 7 and 8 if time allows. Backup object for each clue: [list].
Template, part 5: scoresheet (scorekeeper). For each team: check-in time [time]; clues found [number] times [points each]; quality points [0 to 2 per clue, judged by the adults]; walking-rule pauses [number]; total [points]. Tie-breaker: [the open question and who judges it]. Prize: [what it is and who chose it].
Template, part 6: chaperone card. Your team: [team letter and students]. Your starting clue: [number]. Answer key: [answers, for the adult only]. Head back at: [time]. Meeting point: [spot]. Scorekeeper: [phone]. If a student is missing: keep the rest of the team in place, call the scorekeeper, tell the nearest museum staff member. Your job: keep the team together, remind them of the rules, ask questions instead of giving answers.
Planning the trip itself with other teachers? Jettova is a group trip planner that keeps the schedule, permission slips and each family's share in one place for the school. The museum's rules and your district's policies still come first.
Related guides
- →Field Trip Chaperone Guidelines: Ratios, Duties and a Briefing Template
- →How to Plan a School Field Trip: A Step-by-Step Checklist for Teachers
- →Field Trip Permission Slip Template: What to Include, With a Copy-Ready Example
- →How to Budget a School Trip: Cost per Student, with a Worksheet
- →How to Choose a Student Tour Company: Questions to Ask Before You Sign
- →School Trip Fundraising Ideas: What Works, and the Rules to Know First
Frequently Asked Questions
How do you make a museum scavenger hunt for students?
How long should a museum scavenger hunt take?
Can students use pens on a museum field trip?
How many chaperones do you need for a museum field trip?
Can students take photos for a museum scavenger hunt?
Can Jettova help plan a museum field trip?
Sources
- The Museum of Modern Art, Department of Education: Tips for Post-Lesson Self-Guided Groups (2013)(accessed 2026-10-27)
- Norton Simon Museum: Guidelines for Self-Conducted School Tours (2024-2025)(accessed 2026-10-27)
- The J. Paul Getty Museum, Education: Getty Center Teacher Checklist for a Self-Guided Visit (2016)(accessed 2026-10-27)
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