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Volunteering is tied to having fewer symptoms of depression and being more satisfied with your life. There are also health benefits for those who start volunteering much earlier in life. Children and teens who volunteer tend to have better health and lower levels of anxiety and fewer behavioral problems than those who dont volunteer.
Last week, I gave a talk about participatory museum practice for a group of university students at UCSC. During the ensuing discussion, one woman asked, "Which audiences are least interested in social participation in museums?" Many teens love to perform for each other. First, teens often have incredibly tight social spheres.
This week, my colleague Emily Hope Dobkin has a beautiful guest post on the Incluseum blog about the Subjects to Change teen program that Emily runs at the Santa Cruz Museum of Art & History. Subjects to Change is an unusual museum program in that it explicitly focuses on empowering teens as community leaders.
Like a lot of organizations, my museum struggles with two conflicting goals: The museum should be for everyone in our community. At the Santa Cruz Museum of Art & History , we''re approaching this challenge through a different lens: social bridging. And rarely the twain shall meet.
People feel that Facebook is safer than real life.”. So as a teen, I was the first to report my classmates if they smoked ganja,” said Buwanka, who only wanted to reveal his first name. People feel that Facebook is safer than real life. While his customers come from all walks of life, Dinesh said that most of them are teens.
Last Friday, I witnessed something beautiful at my museum. A group in their late teens/early 20s were wandering through the museumwide exhibition on love. When I walked by the first time, the teens were collaging and Kyle and Stacey were talking. At museums, we mostly bond with the friends and family with whom we attend.
Through a fish bowl blog, we can learn more about the everyday life of the institution and how staff contribute to the Walker's mission. And, for a museum that is presenting contemporary art -- anything that helps us demystify the artistic process and better understand the art is, in my opinion, a good thing.
Maybe it's a live music concert, or a museum visit, or a play. Museums and other venues are offering special programs for teens, for hipsters, for people who want a more active or spiritual or participatory experience. You have a great time. What will it take for you to do it again? How do you form an arts habit?
Last week marked four years for the Museum 2.0 People--especially young folks looking to break into the museum business--often ask me how I got here. Ed Rodley recently wrote a blog post about museum jobs entitled "Getting Hired: It's Who You Know and Who Knows You." This seems like an appropriate time to share the story.
These are some thoughts on a very small museum called the Brazos Valley African American Museum. I was fortunate enough to visit it during the Texas Association of Museums conference, and it brought up some reactions and emotions that I wanted to share with you. I felt lucky it existed.
It's not every day that a visitor buys pizza for everyone in the museum. Then again, Saturday was hardly normal at the Santa Cruz Museum of Art & History. The group was mostly young (teens to thirties) and nerd-diverse: a little bit punk, a little bit hacker, a little bit craft grrl. It was pretty freaking amazing.
I've long believed that museums have a special opportunity to support the community spirit of Web 2.0 This month brings three examples of museums hosting meetups for online communities: On 8.6.08, the Computer History Museum (Silicon Valley, CA) hosted a Yelp! Me: Have you ever been to this museum? meetup for Elite Yelp!
Thanks to Bryan Kennedy from the Science Museum of Minnesota for providing this overview/reflection on the Museums and the Web conference that recently concluded in Montreal. Museums and the Web 2008 guest blogger Bryan Kennedy here. The Walker Art Center is turning its teen website over to the teens.
You can be their hero and change their life.”. For example: “Many teen girls struggle with their self-esteem thanks to Instagram and Snapchat. For example: “Many teen girls struggle with their self-esteem thanks to Instagram and Snapchat. A photo or a video goes a long way in bringing a story to life.
I spent the weekend queuing up posts for my forthcoming blog-cation--nine weeks of guest posts and reruns from the Museum 2.0 You''re in for a treat, with upcoming posts on creativity, collections management, elitism, science play, permanent participatory galleries, partnering with underserved teens, magic vests, and more.
One of the best personal brands that I’ve seen on Instagram from a nonprofit leader is Thomas P Campbell the CEO of the Metropolitan Museum. This shot is a painting at a museum visited during a professional conference for museums. This shot is from a program for teens that the met sponsors, #metteens.
For me, the experience changed my perspective on what teens want from social environments and encounters. It's easy to forget that teens are most comfortable being social with those they already know, not people who are unknown to them. What's your experience?
Unsurprisingly, some of my favorite museums are small, funky places run by iconoclasts—but that’s not useful to most professionals who work for organizations in which they have little control over size or leadership matters. I worked on one project in which the client institution thought they wanted unfettered teen expression.
First, I want to extend a huge THANK YOU to everyone who has contributed to the nascent Museum 2.0 We're still looking for your Museum 2.0-related There's a new Pew Research report on teens and gaming showing that 97% of American teens play some kind of video games (console, online, mobile, etc). Living Archive.
For many museums, visitor research--how people use the museum, navigate exhibits, and understand content--may be an equally important arena in which to adopt groundswell listening techniques. I spent an hour this morning "brand listening" to what the online world says about one of my favorite museums, the Exploratorium.
You can join the conversation in the blog comments, or on the Museum 2.0 People from all walks of life come and hang out in the space, having conversations about whatever the topic for the evening or afternoon happens to be. As I left the building I was met with over a hundred teens hanging out, laughing and talking in this space.
Every museum has a number for its operating cost per visitor. Most museums don't strategically set this number--too many operating costs are fixed by building needs--but they can use it to assess how expensive each visitor interaction is and evaluate the efficacy of programs. So where do online initiatives fit in?
FoodWhat's staff and teens have taught me a lot about what it really means to be relevant to people who are often overlooked or ignored. The farmer-turned-activist is ready to sell struggling teenagers on something they may want in their hearts but don’t know how to access: a ticket to a meaningful life. Shut themselves down.
Last month at the AAM conference, a speaker said, "we should all be using measures of quality of life to measure success at our museums." Many museums (mine included) are fairly new to collecting visitor data. When we started more robust data collection at our museum, we wanted a community baseline. I got excited. "We
This week, we're looking at the first section, Talking Back and Talking Together , which features comment boards, talk-back walls, and discussion forums at a variety of museums. At the Boston Museum of Science's video kiosk on wind power, 3/4 of people were most interested in making their own video (as opposed to watching others).
I''ve now been the executive director of the Santa Cruz Museum of Art & History for three years. When I look back at some recent projects that I''m most excited about (like this teen program ), I realize that I had very little to do with their conception or execution. Sometimes it isn''t.
By a strange and lucky coincidence, I was at the Experience Music Project and Science Fiction Museum (EMPSFM) in Seattle for a two-day workshop. EMPSFM is one of a handful of museums worldwide for which the death of the King of Pop is a very big deal. Are museums only relevant when they can serve our most pressing needs?
That's my avatar, I'm live blogging from Second Life. This morning I attended the MacArthur Foundation Digital Learning briefing that was taking place at the Natural History Museum in NYC. Several avatars were also in "real life" in New York City. That's Danah Boyd in RL who was also live blogging the event.
The Orrigos have worked in top children's hospitals around the country and now virtually meet up with families, bringing children’s ideas to life through personalized cartoons, music videos, and mobility friendly video games. “Digital tools freed me up to have a life that I am proud of and love,” Stevenson says.
Julia: If you’re not using Canva, what are you doing with your life? If you have a tween or a teen, I’m sure you’re familiar with TikTok. And then the most important question, what’s important to them in creating a meaningful life? How can you fit into their life? . Steven: see if it works.
It will be interesting to see if this advice holds true for the voters of the future based on Dannah Boyd's post " What i mean when i say "email is dead" in reference to teens. The library community has a large presence on Second Life at Information Island which is where the TechSoup SL Virtual Office is located.
Museums (and libraries) are trusted sources of information. In February 2001, AAM commissioned a study about the trustworthiness of museums and found that "Almost 9 out of 10 Americans (87%) find museums to be one of the most trustworthy or a trustworthy source of information among a wide range of choices.
Nina Simon a proud member of Gen Y, writes the very awesome Museum 2.0 blog, but you don't have to be a museum person to get a lot of value from it. Orrdinary Life - First hand account of doing global international development work in a remote area in Southeast Asia. Nonprofit Programs and Social Actions.
When I talk with museum people about virtual worlds, the conversation usually centers on Second Life. But Second Life isn't the biggest, and it isn't the fastest growing. Club Penguin is subscription-based and purely on the web; Webkinz requires the purchase of a plush toy (with an active virtual life).
On Tuesday, I reviewed Elaine Gurian’s essay, Choosing Among the Options , on museum archetypes and self-definition. Today, discussion with Elaine about ways museums choose their direction, how change is possible, and new museum types to be added to the list. What if you don’t want to be identified as one type of museum?
Set in the grime and crime of 1880s East London, the most overt action takes place in the boxing ring, with real-life Jamaican immigrant Hezekiah Moscow (Malachi Kirby) taking on the best fighter on the Thames, Henry "Sugar" Goodson (Stephen Graham). That might be a modern read, but I'm intrigued. So, what did they do with all that loot?
I just finished listening to This American Life 's incredible two-part series about gun violence at Harper High School in Chicago. All this delightful non-fiction makes me wonder: why aren't museums great at telling these same kinds of deep, intense stories? This seems strange given that museums are organized around objects.
There are lots of things visitors can’t do in museums. But what about the things that museum professionals can’t (or feel they can’t) do? This week at the ASTC conference, Kathy McLean, Tom Rockwell, Eric Siegel and I presented a session called “You Can’t Do That in Museums!” And so my question is, why are we keeping them away?
They met as teens, formed as young adults, and called their group asconausea or disgust in Spanishafter one of their early DIY exhibits. All four founding members of Asco became some of the most notable Chicano artists, later exhibiting works in revered museums around the United States. Its not a thing. It doesnt belong.
When Yorkie asks Kelly to stay with her, to live forever in this virtual reality, Kelly has to think about everything else that was part of her life, including her family — but in the end, it's them versus the world, and they conquer it. She was just trying to do something nice, and the terror as she runs for her life is too real.
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