EdX

Europeana Space: Creative with Digital Heritage (edX)

Europeana Space: Creative with Digital Heritage (edX)

Learn how to creatively reuse digital cultural content from professionals of the Europeana Space network. How can you engage with and reuse the wealth of digital cultural heritage available online in many repositories such as Europeana? How can you become an active user of this content, using, remixing and reinventing it for your research, lessons, and development?

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Whether you are a student or teacher with an interest in cultural heritage, a GLAM professional, a developer or simply a cultural heritage enthusiast without prior technical knowledge, this MOOC is for you.
As the online availability of digital cultural heritage continues to grow, it becomes more and more important that users, from passive readers, learn to become active re-users. The mission of this course is to share the creative ways with which people use and re-use Europeana and digital cultural content, to demonstrate what Europeana can bring to the learning community, and to bring about the essential concept that cultural content is not just to contemplate, but to live and engage with.
The educational idea behind the E-Space MOOC is to lower barriers to the access and reuse of cultural heritage content on Europeana and similar sources, providing tutorials and trial versions of applications and tools alongside reading materials, useful tips and best practices gathered throughout the course of the project.
Every module (Photography, Open and Hybrid Publishing, TV, Dance, Museums, Intellectual Property for the Cultural Entrepreneur and Creative Marketing) is organized into three levels in order to satisfy the needs of all learners:
Level 1: Targets cultural heritage enthusiasts, students and teachers. The information provided here concerns digital cultural heritage in a broad sense; different kinds of content are presented and it is explained how to easily reuse them. No technical skills or understanding of the underlying mechanisms of the cultural sector are needed for this part.
Level 2: Targets GLAM (galleries, libraries, archives and museums) professionals. The information provided here requires a level of professional knowledge of the sector. The aim is to help GLAM professionals discover and understand the tools available - such as those on the E-Space platform and Europeana Labs - that can be used to enhance, remix, rethink, and play with collections in new and fascinating ways.
Level 3: Targets application developers. This is the most technical part of each module and it is intended as a way for developers to discover tools they can work with (e.g. the multiscreen toolkit, the Europeana APIs, etc.).
Digital cultural heritage is online and ready to be creatively reused by you. What are you waiting for?

What you'll learn:

  • How to become creative with digital cultural heritage
  • What repositories, tools and APIs are available online
  • How to access and use them
  • How digital cultural heritage can be effectively and successfully reused
  • How to deal with Intellectual Property Rights in the context of reuse of digital cultural heritage

Syllabus

Module 1: Introduction
We introduce the Europeana Space project and give tips on how to best navigate through the course, its modules and units.

Module 2: Photography
You will learn how to create their own stories with vintage photographs online, using Europeana and other open content, and remixing them with personal narratives and images.

Module 3: Open and Hybrid Publishing
You will learn how to put together an online book by studying aspects of Photomediations: An Open Book as a case study.

Module 4: TV
Europeana Space developed a series of multiscreen applications for TV, focusing on reuse scenarios of cultural heritage. In this module, you will learn about these scenarios, next to local community scenarios where TV is explored for learning in the classroom and the living room.

Module 5: Dance
This module offers a series of activities for learners to showcase and encourage uptake of the dance pilot tools. The activities will enable learners to build personal dance collections on selected themes and discover how an online annotation tool can support the creation and analysis of dance.

Module 6: Museums
We provide an insight on how to design web-based and mobile services tailor made not only for the visitors but also for museums staff, especially for those who are in charge of designing educational paths, by sharing lessons learned and best practices.

Module 7: IP for the Cultural Entrepreneur
We guide you through the process of managing intellectual property rights from an initial idea through to a start-up business. You will learn how to develop a clear strategy when it comes to intellectual property rights associated with digital cultural content and its commercial re-use. You will be introduced to E-Space tools and case studies which will demonstrate how to clear copyright, source open re-usable content, carry out IP audits and risk assessments, and how to approach licensing and the IPR associated with hackathons, business modelling and incubation.

Module 8: Creative Marketing
We stimulate creative ideas on communicating cultural contents with the use of new media, to show how a greater audience can be reached and better engaged by combining the power of social media and storytelling.

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