Case studies for education


Target Audience

The education audience includes:

  1. Professionals involved with learning at schools, colleges, universities and other educational institutions, with educational roles in cultural institutions, and in the private sector.  With a special focus on those with an interest in the cultural heritage. Although educational curricula and national priorities differ, there is a common desire to make interesting and inspiring content, and experiences, available for students and lifelong learners.
  2. Commercial members of this audience include educational publishers, learning software providers and content developers. Some integrate and showcase cultural heritage content on their digital learning platforms. Others create and publish learning resources with cultural heritage content (MOOCs, e-books) or develop educational applications and games.
  3. Policy-makers including governmental bodies involved in designing and promoting educational policies on a European and national level. These partners can help grow awareness of Europeana as an education resource and make valuable introductions to national educational publishers.
  4. Educational NGOs and associations, who can help raise awareness through their online portals and reaching educators across Europe.
  5. Higher education students engaged in formal post-secondary education.
  6. Multimedia journalists and digital media outlets that have a focus on cultural, educational and documentary content.
  7. Librarians, art gallery, museum curators.
  8. Users of Europeana collections, that provide multiple perspectives on historical, political, economic, cultural and human developments across Europe and beyond.

Envisaged scenario of the Dashboard for this audience

Initially educational institutions can use the Dashboard as a learning tool for students in history, computer science, maths or geography classes.  Creating and uploading 3D content to the Dashboard could possibly become a class assignment both for secondary and higher education students. If capturing the cultural heritage objects is not the case due to the lack of technologies, students can be encouraged to use the content already available to create their stories and share them on different platforms (i.e social networks, school/college papers online). For formal secondary education students such assignments can be given after sightseeing excursions, whereas students of higher education could receive such assignment as a coursework project.

Education providers also can use the Dashboard to upload content for creating different teaching resources (e.g. history teachers uploading remarkable buildings, artwork or other objects that can be later used for in class presentations).

Higher education providers can use the Dashboard as a learning tool for students of history, archeology, computer science, etc. to work in-line with the newest 3D scanning technologies. As mentioned above, students of higher education could receive assignments such as scanning historical, cultural or archeological objects and learn how to work with the content and metadata within the Dashboard or other 3D platforms. Dashboard could serve as one of the key tools for content upload for students of computer science or liberal arts. In addition to that, the tool can be used for deconstruction of historical buildings or artefacts.

For educational publishers Dashboard can be used to upload content to use for e-books, MOOCs and other teaching or publishing materials.

Multimedia journalists could use the Dashboard to upload and use the 3D content for multimedia stories on documentaries, event reports or covering various topics on culture, education, cultural heritage, arts, history, etc. 3D models of landmarks, historical places can be integrated to the multimedia stories or can be used as background information for TV footage.

Librarians and museum curators could possibly use the toll at the best. The Dashboard can serve as a platform for the curators of cultural institutions to digitize their exhibits. All the uploaded content could possibly be used for creating digital educational programmes of the museums and galleries. Using 3D technology can engage museum or gallery visitors in new and exciting ways – for instance museum or gallery spotting online. In addition to that, 3D content should encourage visitors to touch and feel the exhibitions, and explore virtual artefacts, historic environment providing rich information about culture, history or arts. No doubt that such presentation could be successfully employed for the educational content of libraries, museums or galleries since virtual objects can be moved and rotated using hand gestures. This feature is especially relevant for the rare and valuable exhibits. Particularly this feature could be very useful for national libraries that are preserving valuable copies of first edition books or documents. 

Use of the Storymaker for this audience

Education institutions can use the Storymaker to create educational stories and teaching resources using various materials from Europeana and Sketchfab. The stories or in-class teaching materials then can be shared online or to be viewed on digital platforms – e.g. interactive school boards, 3D players, projector screens. 

As well as that, Storymaker can possibly be integrated in students assignments for making thematic presentations or defending coursework and class projects about history, architecture, art and other related fields.

For learning software providers Storymaker can serve in order to integrate and showcase cultural heritage content on their new or existing digital learning platforms. For others it can help to create and publish learning resources with cultural heritage content (MOOCs, e-books) or develop educational applications for kids, games.

Storymaker could also cater for the needs of students to make various presentations, thesis defense and other academic visual instruments that require analysis of visual data of cultural heritage.

In addition to that, Storymaker tool could help cultural and historical institutions to supplement their websites with relevant 3D content (e.g. virtual exhibitions, virtual museum tours) in order to attract more interested visitors and present their profile in more attractive and contemporary ways.

Storymaker tool could also complement multimedia reports self-made digital content and the content from other users.

Explore education use cases

Navigate through case studies

© Copyright - Share3D