HomeArticle

"Fun Science Exploration Space" Secures Seed Round Financing: It Will Not Build A "For Viewing Only" Science Popularization Museum, But Turn Science Education Into A Hands-on "Playground"

趣味科学探索空间2026-10-26 12:14
Zhengzhou Fun Science Exploration Space launches seed round financing, expanding the youth scientific literacy track.

Recently, "Fun Science Exploration Space" is advancing its seed round financing, and the raised funds will be used for the implementation of store spaces, iteration of course teaching aids, polishing of research and study products, and construction of the IP cultural and creative system. Rooted in Zhengzhou, the project focuses on the youth science quality education track, aiming to solve the current industry problems of shallow popular science content, single experience forms and insufficient standardization of teaching aids in the market.

Pain points on the supply side: Popular science is limited to viewing, lacking a practical hands-on system that can be implemented

At present, the science-related supplies for teenagers are mainly divided into two categories: one is public venues, which focus on exhibition visits, with scarce hands-on practice class hours, making it difficult to achieve normalized and systematic learning; the other is most science training institutions on the market, which have serious homogenization of courses, mostly purchase complete sets of teaching aids and standardized courseware from outside, lack independent R&D capabilities, have scattered and unstructured content, and most of the research and study activities stay at the level of sightseeing and check-in, with weak scientific exploration goals. At the same time, popular science cultural and creative products suitable for children from early age to primary school stage are generally roughly designed, disconnected from courses and research and study activities, and cannot form a closed loop of "classroom - practice - cultural and creative products". Many parents have demands for science enlightenment, but it is difficult for them to find stable, professional and repurchasable offline science exploration scenarios.

The Fun Science Exploration Space project is based on "immersive learning through play", prioritizing stimulating the interests of primary and secondary school students and improving their concentration, integrating knowledge points into amusement links, and creating a new type of space that combines relaxed play, independent exploration and knowledge point guidance to integrate play and learning.

Self-developed scenario-based solution: Integration of space, courses, research and study, and IP

Different from simple training courses or popular science exhibition halls, the project takes offline science exploration space as the carrier, independently develops supporting courses and practical teaching aids, and simultaneously develops themed research and study routes and self-owned popular science IP cultural and creative products, to create an immersive and hands-on scientific exploration system. The courses take inquiry-based learning as the core, avoid indoctrination-style popular science, and guide children to do hands-on experiments, observe and verify; the self-developed teaching aids are adapted to the course system and can be exported externally; the research and study activities are designed with long-term tasks around scientific themes such as nature, engineering and astronomy, rather than cursory sightseeing; the IP cultural and creative products serve as the carrier of learning achievements to feed back the course experience and form product linkage. The project model supports direct operation of offline spaces, and at the same time, teaching aids and course solutions can be exported to schools, communities and cultural tourism institutions. The core target users are families with teenagers aged 6–16.

Started by a solo founder, currently focusing on polishing the Zhengzhou model

The project is initiated by a solo founder, who has long been deeply engaged in popular science content and youth activity planning, and has comprehensive experience in course R&D, activity implementation and supply chain docking. There is no full-time team at the current stage, and the model of light assets with external cooperation is adopted to polish the model content first. At present, the project has completed the framework of course syllabus, the prototype design of the first batch of teaching aids, and the reserve of research and study theme schemes. It plans to implement the model exploration space in Zhengzhou, and verify the revenue model covering customer acquisition, course consumption, research and study, and cultural and creative products. The funds raised in this round of financing will be mainly used for the decoration of the model store, mass production of teaching aids, continuous content R&D and cold start of the market. The project plans to polish a replicable standardized product package for gradual expansion in Henan region in the follow-up, and its long-term goal is to build a leading regional youth popular science brand.

Revenue structure (business model, naturally integrated into the main text without separate list): The revenue mainly comes from offline space experience courses and member class hour fees; service fees for research and study activities; B-end sales of self-developed teaching aids and course solutions; retail of popular science IP cultural and creative products. The target users are mainly teenagers aged 4–12 and families that attach importance to science enlightenment, and B-end customers include primary and secondary schools, communities, and cultural tourism research and study institutions.