Presentation summarising five years of mobile learning projects and their evaluation in the British Museum's Samsung Digital Discovery Centre. This was presented at the MCG Museums Get Mobile! event in Bristol on 16 May 2014.
Design for Participation: Three Lessons from MuseumsNina Simon
A presentation about participatory design techniques that can be applied to reduce participation inequality, increase the quality of user-generated content, and support social interaction among users. Presented by Nina Simon of Museum 2.0 at the BayCHI program on March 9, 2010.
The Participatory Museum - Long PresentationNina Simon
This is a long version of an overview presentation on visitor participation in museums and cultural institutions. First presented in Taichung, Taiwan on August 12, 2010.
An hour-long presentation about visitor participation in museums, with a focus on history institutions. First presented at the Missouri History Museum on 22 July 2010. Created by Nina Simon, Museum 2.0.
"Engaging Museum Audiences" - seminars offered across New Zealand in Nov/Dec, 2009 by Nina Simon of Museum 2.0. The content is very similar to another slideshare upload by Nina, "MuseumNext Participatory Museum."
Steven Lubar keynote presentation: Transport and Mobility on Display Steven Lubar
Presentation to the 9th International Conference of the International Association
for the History of Transport Traffic and Mobility: Transport and Mobility on Display
Presentation summarising five years of mobile learning projects and their evaluation in the British Museum's Samsung Digital Discovery Centre. This was presented at the MCG Museums Get Mobile! event in Bristol on 16 May 2014.
Design for Participation: Three Lessons from MuseumsNina Simon
A presentation about participatory design techniques that can be applied to reduce participation inequality, increase the quality of user-generated content, and support social interaction among users. Presented by Nina Simon of Museum 2.0 at the BayCHI program on March 9, 2010.
The Participatory Museum - Long PresentationNina Simon
This is a long version of an overview presentation on visitor participation in museums and cultural institutions. First presented in Taichung, Taiwan on August 12, 2010.
An hour-long presentation about visitor participation in museums, with a focus on history institutions. First presented at the Missouri History Museum on 22 July 2010. Created by Nina Simon, Museum 2.0.
"Engaging Museum Audiences" - seminars offered across New Zealand in Nov/Dec, 2009 by Nina Simon of Museum 2.0. The content is very similar to another slideshare upload by Nina, "MuseumNext Participatory Museum."
Steven Lubar keynote presentation: Transport and Mobility on Display Steven Lubar
Presentation to the 9th International Conference of the International Association
for the History of Transport Traffic and Mobility: Transport and Mobility on Display
MW2010: N. Proctor, The Museum Is Mobile: Cross-platform content design for a...museums and the web
A presentation from Museums and the Web 2010.
Acknowledging that the only constant in technology is change, this paper proposes ways of ‘thinking outside the audio tour box’ in developing mobile interpretation programs in museums: instead of making mobile interpretation a question of which device, platform, or app the museum should invest in, it puts the focus on cross-platform content and experience design.Putting audiences at the center of museums’ mobile content and experience designs make it possible to engage them through the media consumption practices and platforms that they already use outside of the museum.
Based on research conducted at the Smithsonian American Art Museum, the Indianapolis Museum of Art, and with the principals of SmartHistory.org, this paper offers a ‘question-based’ methodology for developing an interpretive strategy that starts with mapping visitors’ queries in the galleries. From this conceptual map we can derive a matrix of platforms, media, and narrative voices that work cross-platform. The traditional audio tour, with its analog ‘linear’ content and random access ‘stops’, offers important paradigms for ‘mobile 2.0’ content design: on the one hand, conceptual overviews and immersive ‘soundtracks’ provide a ‘score’ for the museum experience, and on the other hand, ‘soundbites’ in a range of media (audio, multimedia, or text) can be searched, saved, shared and favorited in multiple contexts. From social media, we can also learn how to integrate links, apps and user-generated content into the mobile mix. Finally, the paper considers how content style impacts shelf-life. What is the enduring legacy of creating ‘quick & dirty’ interpretive ‘snacks’ versus investing in more nutritional fare? How can museums best allocate their mobile content budgets in this light?
Session: Mobiles: A Panel [mobile]
see http://www.archimuse.com/mw2010/abstracts/prg_335002342.html
A keynote address on three technologies to improve the museum visitor experience: responsive, sharing, and mission-driven. Presented by Nina Simon of Museum 2.0 at the California Association of Museums conference on March 4, 2010 in San Jose.
Us and Them | Me and You | from swerve of shore to bend of bay: Take Down the...Martin Kalfatovic
Us and Them | Me and You | from swerve of shore to bend of bay: Take Down the Fences … Here Comes the Crowd. Martin R. Kalfatovic. IMLS Focus: Inspiration and Innovation in Libraries and museums 2015. New Orleans. 16 November 2015
Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
heritage visualisation and serious game design
• major concepts and issues in the field
• learning from game design
• problems that arise when entertainment, heritage,
history and education collide
Some critics may have you believe that computer game studies lack theoretical rigor, that games cannot afford meaningful experiences. I agree with them, sometimes, but I also believe that a richer understanding of computer games is possible, and that this understanding can shed some light on related issues in the wider field of Digital Humanities.
My main area of research has been designing and evaluating how contextually appropriate interaction can aid the understanding of cultures distant in time, space, and in understanding to our own. This field is sometimes called Virtual Heritage. In Virtual Heritage, tools of choice are typically virtual reality environments, and the projects are very large in scale, complexity, and cost, while my projects are often prototypes and experimental designs. I have many challenges, for example, morphing technological constraints into cultural affordances, and avoiding possible confusion between artistic artifice and historical accuracy, all the while evaluating intangible concepts in a systematic way without disturbing the participants’ sense of immersion. To help me judge the success or failure of these projects I have shaped some working definitions of games, culture, cultural understanding, cultural inhabitation, and place. However, these concepts and definitions are not enough. I also have to now tackle the issues of simulated violence, artificial “other” people, the temptation of entertainment masquerading as education, and the difficulties inherent in virtually evoking a sense of ritual.
My lecture, then, is a discussion into how game-based learning, and the study of culture, heritage and history, might meaningfully intersect.
The Interactive culture in the XXI centuryFabio Viola
What does it mean culture today? Where, how, why the younger generations are producing and consuming "culture"? Instagram, Wattpad, videogames are models and rivals of museums and theaters today? Slides from the Fabio Viola's talk at the European Commission meeting in Prague about the Future of Heritage.
roger malina presentation to the new design media and art initiative at lafayette college. title using transition design to start redesigning science itsel, part of the stem to steam motivation initiatives
The Participatory Museum, a slightly edited versionNina Simon
This is a slightly altered version of a talk given about the book The Participatory Museum. This version includes examples from the Oakland Museum of California, the National Building Museum, and the Dutch Princessehof ceramics museum that are not in the other version of this slideshow.
How can you get your dream project off the ground? On Nov 24, 2009 at the New Zealand National Digital Forum, Nina Simon of Museum 2.0 presented six tips to making risky, innovative technology projects possible in galleries, libraries, archives, and museums.
The Santa Cruz Museum of Art & History (MAH) is working with the Foster Youth Museum and regional foster youth, advocates, and artists to co-develop an exhibition about transition-age foster youth that is a platform for art, dialogue, and action. The team of community partners is called C3. These are the slides from C3 meeting #2, held on 22 February 2017.
How can you make your work matter more to more people? An introduction to the ideas and stories in best-selling author Nina Simon's new book, The Art of Relevance (2016). These slides (or a version) shared in 50+ venues during The Art of Relevance book tour.
MW2010: N. Proctor, The Museum Is Mobile: Cross-platform content design for a...museums and the web
A presentation from Museums and the Web 2010.
Acknowledging that the only constant in technology is change, this paper proposes ways of ‘thinking outside the audio tour box’ in developing mobile interpretation programs in museums: instead of making mobile interpretation a question of which device, platform, or app the museum should invest in, it puts the focus on cross-platform content and experience design.Putting audiences at the center of museums’ mobile content and experience designs make it possible to engage them through the media consumption practices and platforms that they already use outside of the museum.
Based on research conducted at the Smithsonian American Art Museum, the Indianapolis Museum of Art, and with the principals of SmartHistory.org, this paper offers a ‘question-based’ methodology for developing an interpretive strategy that starts with mapping visitors’ queries in the galleries. From this conceptual map we can derive a matrix of platforms, media, and narrative voices that work cross-platform. The traditional audio tour, with its analog ‘linear’ content and random access ‘stops’, offers important paradigms for ‘mobile 2.0’ content design: on the one hand, conceptual overviews and immersive ‘soundtracks’ provide a ‘score’ for the museum experience, and on the other hand, ‘soundbites’ in a range of media (audio, multimedia, or text) can be searched, saved, shared and favorited in multiple contexts. From social media, we can also learn how to integrate links, apps and user-generated content into the mobile mix. Finally, the paper considers how content style impacts shelf-life. What is the enduring legacy of creating ‘quick & dirty’ interpretive ‘snacks’ versus investing in more nutritional fare? How can museums best allocate their mobile content budgets in this light?
Session: Mobiles: A Panel [mobile]
see http://www.archimuse.com/mw2010/abstracts/prg_335002342.html
A keynote address on three technologies to improve the museum visitor experience: responsive, sharing, and mission-driven. Presented by Nina Simon of Museum 2.0 at the California Association of Museums conference on March 4, 2010 in San Jose.
Us and Them | Me and You | from swerve of shore to bend of bay: Take Down the...Martin Kalfatovic
Us and Them | Me and You | from swerve of shore to bend of bay: Take Down the Fences … Here Comes the Crowd. Martin R. Kalfatovic. IMLS Focus: Inspiration and Innovation in Libraries and museums 2015. New Orleans. 16 November 2015
Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
heritage visualisation and serious game design
• major concepts and issues in the field
• learning from game design
• problems that arise when entertainment, heritage,
history and education collide
Some critics may have you believe that computer game studies lack theoretical rigor, that games cannot afford meaningful experiences. I agree with them, sometimes, but I also believe that a richer understanding of computer games is possible, and that this understanding can shed some light on related issues in the wider field of Digital Humanities.
My main area of research has been designing and evaluating how contextually appropriate interaction can aid the understanding of cultures distant in time, space, and in understanding to our own. This field is sometimes called Virtual Heritage. In Virtual Heritage, tools of choice are typically virtual reality environments, and the projects are very large in scale, complexity, and cost, while my projects are often prototypes and experimental designs. I have many challenges, for example, morphing technological constraints into cultural affordances, and avoiding possible confusion between artistic artifice and historical accuracy, all the while evaluating intangible concepts in a systematic way without disturbing the participants’ sense of immersion. To help me judge the success or failure of these projects I have shaped some working definitions of games, culture, cultural understanding, cultural inhabitation, and place. However, these concepts and definitions are not enough. I also have to now tackle the issues of simulated violence, artificial “other” people, the temptation of entertainment masquerading as education, and the difficulties inherent in virtually evoking a sense of ritual.
My lecture, then, is a discussion into how game-based learning, and the study of culture, heritage and history, might meaningfully intersect.
The Interactive culture in the XXI centuryFabio Viola
What does it mean culture today? Where, how, why the younger generations are producing and consuming "culture"? Instagram, Wattpad, videogames are models and rivals of museums and theaters today? Slides from the Fabio Viola's talk at the European Commission meeting in Prague about the Future of Heritage.
roger malina presentation to the new design media and art initiative at lafayette college. title using transition design to start redesigning science itsel, part of the stem to steam motivation initiatives
The Participatory Museum, a slightly edited versionNina Simon
This is a slightly altered version of a talk given about the book The Participatory Museum. This version includes examples from the Oakland Museum of California, the National Building Museum, and the Dutch Princessehof ceramics museum that are not in the other version of this slideshow.
How can you get your dream project off the ground? On Nov 24, 2009 at the New Zealand National Digital Forum, Nina Simon of Museum 2.0 presented six tips to making risky, innovative technology projects possible in galleries, libraries, archives, and museums.
The Santa Cruz Museum of Art & History (MAH) is working with the Foster Youth Museum and regional foster youth, advocates, and artists to co-develop an exhibition about transition-age foster youth that is a platform for art, dialogue, and action. The team of community partners is called C3. These are the slides from C3 meeting #2, held on 22 February 2017.
How can you make your work matter more to more people? An introduction to the ideas and stories in best-selling author Nina Simon's new book, The Art of Relevance (2016). These slides (or a version) shared in 50+ venues during The Art of Relevance book tour.
Radical Collaboration - 2015 Future of Libraries editionNina Simon
How can community members make our institutions better? By being our partners. This talk was given as the opening keynote at the Future of Libraries conference in September 2015 in San Francisco, CA.
The MuseumNext 2015 conference is all about inclusion. Everyone is "for" inclusion, but it doesn't happen on its own. How can we fight for the inclusive institutions we believe in? A keynote address delivered by Nina Simon on September 26 at MuseumNext in Indianapolis, IN.
Building Community in Museums - WHO / HOW / WHYNina Simon
"Community building" is not an abstraction. WHO are we talking about? HOW do we build? WHY do it?
A talk given at the AAM 2015 conference by Nina Simon, Executive Director of the Santa Cruz Museum of Art & History.
The story behind the institutional transformation of the Santa Cruz Museum of Art & History into a thriving, central gathering place. Presented by Nina Simon at the Internet Librarian 2014 conference in Monterey, CA on October 28, 2014.
These are the slides from the 9/20/2014 meeting of the Creative Community Committee, a creative leadership network for Santa Cruz County, facilitated by the Santa Cruz Museum of Art & History. Our goal is to build a stronger, more connected community together.
Radical Collaboration: Tools for InclusionNina Simon
This talk was developed by Nina Simon for the Our Museums convening in June 2014 in partnership with the Paul Hamlyn Foundation. The focus is on mechanisms for scaling up inclusive and participatory practice in museums and cultural institutions.
An exploration of institutional transformation to make the Santa Cruz Museum of Art & History a more community-driven, dynamic, successful organization. Honest successes and challenges along the way.
What does it take to truly transform how an arts organization engages with its community? This is the story of how the Santa Cruz Museum of Art & History dramatically increased its attendance, revenue, and public impact through a "revolution" in active participation and social bridging. Presented by Nina Simon at the Theater Communications Group national conference in June 2013.
Radical Collaboration: Tools for Partnering with Community MembersNina Simon
A presentation and workshop by Nina Simon and Stacey Marie Garcia at the 2013 California Association of Museums conference based on our work at the Santa Cruz Museum of Art & History collaborating with diverse community groups and individuals.
A talk given at the Nobel Peace Center on Monday, November 5, 2012 about how we transformed the Santa Cruz Museum of Art & History through participatory practice.
Igniting Customer Curiosity through Participatory DesignNina Simon
A 4-hour workshop created by Nina Simon for the Risk and Reward conference in Telluride on Sept 10, 2012. This workshop leads participants through developing meaningful relationships with visitors/customers based on personal profiles and social object connections.
Nina Simon's slides from the 2012 AAM session "Museum as Prototype" about the role of experimentation in program development at the Santa Cruz Museum of Art & History.
This session was presented at the 2012 American Association of Museum’s annual meeting by Nina Simon (Santa Cruz Museum of Art & History), Ellen Rosenthal (Conner Prairie), and Eric Siegel (New York Hall of Science). These short presentations were followed by an extensive dialogue about museums, financial models, and budgeting.
Transforming the MAH through Participatory EngagementNina Simon
A presentation offered by Nina Simon of The Museum of Art & History in Santa Cruz in conjunction with http://namac.org/node/26110 on February 29, 2012.
Slides from a panel discussion at the 2011 American Association of Museums annual meeting. Featuring Nina Simon (Santa Cruz Museum of Art & History), Beck Tench (Museum of Life and Science, Durham), Lori Fogarty (Oakland Museum of California), and Adam Lerner (Museum of Contemporary Art Denver).
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
2. the plan
defining social platforms
enabling the human connection
evaluating the institutional role
putting it together in action
3. we all live in a multi-platform world
external museum social
events &
exhibits word of mouth
festivals
programs cellphones
radio
email
television website
photo-sharing
newspaper
blogs
online media
social networks
4. and the smithsonian is heavily multi-platform
research facilities
folklife festival traveling exhibits
magazine associates
affiliates museums
tours radio station
programs giant X-ray telescopes
TV channel conservation labs zoo
libraries
5. you’ve done a good job reaching out to
non-traditional (but formal) platforms
8. TRADITIONAL FUTURE
Authority is content provider Authority is platform provider
(increase and diffuse)
visitors and users powerfully extend the reach and value
of museum content when given the opportunity
9. what are
you about?
Smithsonian
what will these
relationships
look like?
what do
they need?
visitors
28. connection to their other platforms
“I relish the thought of a core constituency of community
art-makers, curators and researchers who form a sustainer
group for the museum and creative counterpoint to the
'friends' and financial sustainers, but I know many art
museum workers would recoil in horror at the idea of being
inundated by 'Sunday painters'”
-Nancy Proctor, SAAM
37. National Museum of Natural History Mission Statement
?
xplore
c an I e
crets
s olv ed se c an I uncove
r?
wh at un what mysteries
We inspire curiosity, discovery, and
learning what’s special about these three outcomes?
in whom? what does
this exclud
about nature and culture e?
through how do these pr ograms connect to desired ou
tcomes?
outstanding research, collections,
exhibitions, and education.
are these four the only ways? prioritized ways?
where might web and gaming fit in?
38. example: research platform for discovery + learning
“what we found most
engaging about this project
was the possibility of
discovering the
undiscovered.”
“the more we learned of
individual victims, the more
capable we were of
understanding the magnitude
of the Holocaust.”
43. 1 / define and prioritize audiences
2 / listen to what they need
44. 1 / define and prioritize audiences
2 / listen to what they need
3 / connect it to something on-mission that
you can provide
45. 1 / define and prioritize audiences
2 / listen to what they need
3 / connect it to something on-mission that
you can provide
4 / jump in
Exploratorium Denver Art Museum
46. 1 / define and prioritize audiences
2 / listen to what they need
3 / connect it to something on-mission that
you can provide
4 / jump in
nina simon, museum 2.0
nina@museumtwo.com
@ninaksimon on twitter