Tip 1. Align with the basic needs of the student
Students are naturally curious and enjoy learning in connection with others. The basic need of the student is connection. This pertains to the location where learning takes place, but of course also to social bonding with the teacher or educator and with fellow students. So, it is wise to address this need, even in a digital assignment.

Tip 2. Create interactive, varied working methods with attention to the group
For optimal engagement, students should be as active as possible. Keep this in mind when designing activities. It is important to create interaction between the student and the subject (the performance, the exhibition), but also between the students themselves by using different working methods. A sense of group belonging in class and online ensures dynamism and interaction. This helps students stay focused.
An example of an educational project where this works well is the Code Art Show by MU Play and Learn.
Example: MU Play and Learn
At MU Play and Learn, educational materials are developed for Hybrid Arthouse BijMu, where hybrid art always takes center stage in the form of installations and performances, films, and talks. “With our teaching materials, you learn to use your computer as an artist. Because besides coding apps and websites, you can also code artworks!”
The Creative Code is a creative programming learning path around digital art that plays with the boundary between digital and physical. Harm Hofmans, head of education at MU Hybrid Arthouse: “The central question is always: how do I translate this work to the classroom? We find it important that students come into contact with the exhibition live. That is the alternative classroom. In the lessons around it, we work a lot with young creators who are close to the digital culture of children and young people; they co-develop.” A strong example is the Code Art Show. The show is interactive, funny, and asks for input from students in a playful way. Through eight diverse works, they get to know digital art as an audiovisual experience and reflect on what this experience evokes in viewers.
Tip 3. Know what you want to convey and adapt the form to the content
Both blended, online, or hybrid education requires solid design. Start with the question: what is my story? What do I want to convey, and what do I want the students to create and experience? What do I absolutely want them to experience physically, what digitally, how can I work towards that, and how do I conclude it? The total experience must add value for the student, and the use of digital tools should be a meaningful addition or complement to your lesson goal.
Read more about the differences between blended, online, and hybrid education and how to use these digital education forms.
If you use digital imagery, it is important that it fits optimally with the content of the lesson. Ensure that the quality of the imagery is high and suitable for the target audience. So, if you make a video, collaborate with a creator who thinks along about the concept, with an eye for different camera angles that make the imagery more exciting and appealing. Create moments of wonder that spark and maintain children’s curiosity. Keep it short and to the point, and cater to the attention span of the target audience.
Example: ICO
The ICO in Assen has enriched an existing project in the culture menu around the old, no longer existing monastery of Assen with a digital online game. Where the project initially consisted of three physical guest lessons, one guest lesson has been replaced by a game that brings the old monastery to life. Additionally, a game aligns well with the current student's world, and it has been possible for several years to play a game on school devices via the school network.
Of course, the students also have to solve a mystery! In pairs, they wander through the monastery's corridors and solve various questions in the classroom with the help of a physical lesson kit. DEN interviewed the ICO about the development of this game. Read how they developed this digital project in 9 steps.

Tip 4. Seize the opportunity to be more inclusive
Because you can bridge physical distances with digital cultural education, you can be more inclusive for groups that otherwise cannot or find it difficult to visit the location and create virtual encounters. This is particularly useful for students with disabilities. It also allows students to become acquainted with cultural offerings that they would otherwise not encounter due to travel time and distance. These are some questions you can ask when developing inclusive offerings:
- What resources does the target group have at their disposal?
- Can the available equipment used by the target group handle the offerings?
- What do you already know about the didactics that suit this target group?
- What input is needed so that these students understand what is expected of them?
- What pace do you maintain?
Most students will need to manage largely on their own with the teacher or instructor during a digital lesson. Therefore, it is also important to define the role of the group’s guide. Indicate the purpose of the activity and what they should pay attention to during guidance, but also where they can turn if the technology falters.
Through digital inclusion, you become accessible to everyone. Discover the steps you can take.
Tip 5. Keep experimenting and learning
It is important to keep experimenting because digital developments follow each other rapidly. Therefore, continue to engage with your target audience. Consider both decision-makers (teachers and instructors) and end users (students).
Digital transformation in organizations is a continuous process. By experimenting on a small scale, you create offerings that you can adapt and further develop. Seize the opportunities to enrich your educational offerings with digital tools. This strengthens your educational offerings and allows you to reach more target groups.
The program 'Digital Heritage for Education' (2019-2021) provided a wealth of knowledge about digital cultural education. The outcomes have been incorporated into articles and tips, which you can find at den.nl/digitale-cultuureducatie









