presentatie over business modellen voor de cultureel erfgoed sector tijdens de 3e netwerkbijeenkomst van 'if then is now' in Zundert op 19 december 2011
This document discusses the role and purpose of museums in society from the perspective of the Dutch Open Air Museum (NOM). It addresses how NOM is perceived as focusing on nostalgia and attractions. It explores how NOM can remain relevant by telling more inclusive stories, engaging in societal issues, and taking a more active role in building connections. The document advocates using the GIVE model of storytelling to focus on values, meaning, and actions that achieve societal goals through empathy, emotions, and co-creation with audiences.
Sustainable Development Goals and Values for MuseumErfgoed 2.0
How museums can engage their audiences and work together with them on Sustainable Development Goals, based on their core Values and storytelling, by using the GIVE-model
the GIVE board (social Goals, Idea&Identity, Values, Engagement / empathy / Education, previously known as -SET-) will help you with your organisation's identity, social (responsibility) approach, communication and supporting storytelling, based on core values and sustainable development goals, by discussing why and how to build relations, attract followers / fans and make your efforts profitable. The GIVE model will be part of the Ready SET Go! handbook, which is (still) a work in progress.
presentation of the GIVE model during ICOM CECA conference 2018 in Tbilisi, how museums education & cultural action, sustainable development goals and storytelling lead to value. Use this model to discuss the values of your organization and how action can be designed accordingly
8 digitale en sociale vaardigheden die kinderen moeten meekrijgenErfgoed 2.0
presentatie voor de (verkorte) workshop van Theo Meereboer over de 8 digitale en de sociale vaardigheden en competenties die kinderen moeten meekrijgen om in de 21e eeuw digitale intelligent te zijn en te handelen. Tijdens Mediawijsheid Congres 2018
The document discusses digital storytelling. Some key points include:
- Storytelling is a social and cultural activity of sharing stories through various media to educate and build community.
- Effective storytelling uses techniques like narrative structure, characters, point of view, drama and visual elements.
- New digital tools allow for interactive and immersive storytelling experiences through games, VR/AR, social media and mobile applications.
- Museums can use storytelling to make collections more engaging and meaningful by putting people and their motivations and emotions at the center.
The document discusses various aspects of digital storytelling. It touches on how storytelling can be used in museums to engage audiences, bridge cultural heritage to the present, and encourage co-creation of narratives. It provides examples of different storytelling tools that can be used both digitally and non-digitally, such as narrative flow, copywriting, drama/tension, visuals, games, VR/AR, social media, and activities. It also discusses principles of good storytelling like focusing on people, passion, and interactive story arcs.
presentatie voor Postgraduaat Erfgoedondernemer aan de Erasmus Hogeschool in Brussel. Onderdeel: co-creatie en het SET model voor het ontwikkelen van het (museale) principe in de organisatie, vanwaaruit betekenisvolle 'product-markt-combinaties 'in co-creatie kunnen ontstaan.
This document discusses the role and purpose of museums in society from the perspective of the Dutch Open Air Museum (NOM). It addresses how NOM is perceived as focusing on nostalgia and attractions. It explores how NOM can remain relevant by telling more inclusive stories, engaging in societal issues, and taking a more active role in building connections. The document advocates using the GIVE model of storytelling to focus on values, meaning, and actions that achieve societal goals through empathy, emotions, and co-creation with audiences.
Sustainable Development Goals and Values for MuseumErfgoed 2.0
How museums can engage their audiences and work together with them on Sustainable Development Goals, based on their core Values and storytelling, by using the GIVE-model
the GIVE board (social Goals, Idea&Identity, Values, Engagement / empathy / Education, previously known as -SET-) will help you with your organisation's identity, social (responsibility) approach, communication and supporting storytelling, based on core values and sustainable development goals, by discussing why and how to build relations, attract followers / fans and make your efforts profitable. The GIVE model will be part of the Ready SET Go! handbook, which is (still) a work in progress.
presentation of the GIVE model during ICOM CECA conference 2018 in Tbilisi, how museums education & cultural action, sustainable development goals and storytelling lead to value. Use this model to discuss the values of your organization and how action can be designed accordingly
8 digitale en sociale vaardigheden die kinderen moeten meekrijgenErfgoed 2.0
presentatie voor de (verkorte) workshop van Theo Meereboer over de 8 digitale en de sociale vaardigheden en competenties die kinderen moeten meekrijgen om in de 21e eeuw digitale intelligent te zijn en te handelen. Tijdens Mediawijsheid Congres 2018
The document discusses digital storytelling. Some key points include:
- Storytelling is a social and cultural activity of sharing stories through various media to educate and build community.
- Effective storytelling uses techniques like narrative structure, characters, point of view, drama and visual elements.
- New digital tools allow for interactive and immersive storytelling experiences through games, VR/AR, social media and mobile applications.
- Museums can use storytelling to make collections more engaging and meaningful by putting people and their motivations and emotions at the center.
The document discusses various aspects of digital storytelling. It touches on how storytelling can be used in museums to engage audiences, bridge cultural heritage to the present, and encourage co-creation of narratives. It provides examples of different storytelling tools that can be used both digitally and non-digitally, such as narrative flow, copywriting, drama/tension, visuals, games, VR/AR, social media, and activities. It also discusses principles of good storytelling like focusing on people, passion, and interactive story arcs.
presentatie voor Postgraduaat Erfgoedondernemer aan de Erasmus Hogeschool in Brussel. Onderdeel: co-creatie en het SET model voor het ontwikkelen van het (museale) principe in de organisatie, vanwaaruit betekenisvolle 'product-markt-combinaties 'in co-creatie kunnen ontstaan.
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