Er is behoefte aan mensen die bijdragen leveren aan de ontwikkeling van technische producten en processen. Onderwijs heeft de opdracht de technische geletterdheid van leerlingen te ontwikkelen en te zorgen dat ze zich prettig voelen bij het hanteren van techniek. Deze studie focust op de bijdrage die Mindtools hieraan leveren. Mindtools zijn op ICT gebaseerde leermiddelen die samenwerkend constructivistisch leren en hoger-orde (kritisch en creatief) denken stimuleren. Het begrip Direct Manipulation Environments (DME's), een subklasse van Mindtools, kenmerkt concrete leermiddelen zoals de microwerelden "Lego Mindstorms" en "Techno Logica". Deze microwerelden functioneren op basis van een materieel technisch model dat direct via een computer¬programma bestuurd wordt en taken kan uitvoeren (robots). De leertaak voor de leerling kan zich bewegen op het continuüm van het zelf programmeren van een kant-en-klaar materieel model dat bepaalde taken moet uitvoeren tot en met het zelf bedenken, bouwen en programmeren van een dergelijk model dat een of meer taken kan uitvoeren. Op grond van eerder literatuuronderzoek en een casestudie veronderstellen we dat het educatief toepassen van DME's bijdraagt aan de ontwikkeling van de technische geletterdheid van leerlingen. Hoewel definiëring van technische geletterdheid meer aandacht vraagt, zijn de volgende drie dimensies voor onze analyses bruikbaar gebleken: inhoud (zoals feiten, concepten, voorschriften), praktijk (het handelen, het materiële, doen en realiseren) en de cognitieve dimensie (denkvaardigheden en denkhoudingen). Het is aannemelijk dat door het toepassen van DME's domeinspecifieke concepten en kennis ontwikkeld wordt. Het denken van leerlingen is gekoppeld aan contexten en taken en moet niet geïsoleerd worden bestudeerd. We concentreren ons in deze studie vooral op onderzoek naar de dimensie van de denkvaardigheden en denkhoudingen (het denken van leerlingenduo's bij het oplossen van een probleemtaak) door het analyseren van de verbale interactie op kenmerken van kritisch - en creatief denken. Er is gebruik gemaakt van een Techno Logica leeromgeving bestaande uit een computer met software, een interface, bestuurbare materialen zoals lampjes en motors, en een zelfinstructie handleiding. Twee in complexiteit toenemende probleemtaken, ieder gebaseerd op een kant-en-klaar materieel model (Verkeerslicht en Reuzenrad), zijn gebruikt om de leerlingen besturingen te laten ontwerpen en testen. Dit proces werd op video opgenomen. We veronderstellen dat Techno Logica een bruikbare Mindtool is wanneer werken ermee bijdraagt aan technologische geletterdheid, in de zin dat er sprake is van probleemoplossen en hoger orde denken. Om dit te operationaliseren ontwierpen we een gestructureerd observatie-instrument op basis van het IOWA Integrated Thinking Model en de theorie over denkhoudingen (Costa, 2000). Hiermee werd het voorkomen en de diversiteit van denkvaardigheden en denkhoudingen in de verbale acties en interactie gescoord. Op basis van onze waarnemingen concluderen we dat veel interactie en handelen eerder geduid kan worden als uitingen van denken dan trial and error. Er zijn indicaties dat de leeromgeving en probleemtaken leiden tot ontwikkeling van expertise waardoor een nieuwe (moeilijkere) probleemtaak efficiënter en effectiever opgelost wordt. We vragen we aandacht voor de rol van de docent. We ervaren immers dat nieuwe leermiddelen niet gemakkelijk geadopteerd worden door leerkrachten.
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This study investigates what pupils aged 10-12 can learn from working with robots, assuming that understanding robotics is a sign of technological literacy. We conducted cognitive and conceptual analysis to develop a frame of reference for determining pupils' understanding of robotics. Four perspectives were distinguished with increasing sophistication; psychological, technological, function, and controlled system. Using Lego Mindstorms NXT robots, as an example of a Direct Manipulation Environment, we developed and conducted a lesson plan to investigate pupils' reasoning patterns. There is ample evidence that pupils have little difficulty in understanding that robots are man-made technological and functional artifacts. Pupils' understanding of the controlled system concept, more specifically the complex sense-reason-act loop that is characteristic of robotics, can be fostered by means of problem solving tasks. The results are discussed with respect to pupils' developing technological literacy and the possibilities for teaching and learning in primary education.
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Voor hun ontwikkeling is het belangrijk dat kinderen greep krijgen op de moderne digitale leefwereld. Deze wereld heeft veel kenmerken van een black box. Mindtools zijn computertoepassingen die kunnen helpen de black box te openen. Ze stimuleren kinderen actief reflecterend te leren met en over digitale technologie. Een Robotic Direct Manipulation Environment (DME) is een mindtool waarmee leerlingen een werkende robot maken en al doende denkvaardigheden activeren om conceptuele kennis te ontwikkelen. De leerlingen krijgen en realistischer beeld van de plaats en mogelijkheden van moderne technologie. Terwijl ze probleemtaken oplossen activeren ze allerlei denkvaardigheden en ontwikkelen conceptuele kennis.
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The influence of a person’s environment and its modifying potential on participation is well recognized for most childhood disabilities, but scarcely studied for adolescents with autism spectrum disorder (ASD). A scoping review was conducted, the aim of which was to map the existing literature about supporting and hindering environments for the participation of adolescents with ASD. Sources of scientific evidence were searched for in four databases. Inclusion criteria were the perspectives of adolescents between 12 and 21, families, peers, or significant others; ecologic validity; and a clear connection between environment and participation. The publication dates ranged from 2001 to 2014 and partly up to 2018. The International Classification of Functioning, Disability and Health (ICF) served as the guiding framework for inclusion/exclusion during the selection process. Thematic analysis was performed by five independent reviewers. Results were additionally validated by stakeholders. This scoping review identified 5528 articles, and finally included 31 studies. Two main themes were found: “providing security” indicates how the environment, and specifically the parental, physical, and informational environments, have a securing or intimidating effect. The second theme, “helping to connect”, indicates which environments support or hinder social relationships or social activities, and hence participation. An additional third main theme, “tension in participation”, relates to ambiguities that seem essential to understand participation or isolation of adolescents with ASD. Results show that participation is a value-laden concept. This research widens the field of dealing with adolescents with ASD, as it directs attention towards the responsibility of the environment regarding participation.
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The central aim of this thesis was to increase understanding of designing vocational learning environments at the school–work boundary. Four studies were conducted, focusing on learning environment designs at the school–work boundary and on design considerations of the actors involved in their construction, both from the world of school and the world of work.
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Wat is de beroepsidentiteit van sociaal werk, wat behoort zij te zijn? Sociaal werk wordt wel omschreven als een professie maar ook als een ambacht, vaak zonder duidelijk onderscheid tussen en wellicht zelfs door impliciete gelijkstelling van deze kwalificaties. Met behulp van de ideaaltypische benadering kan echter worden aangetoond dat deze twee typen beroepen niet alleen veel overeenkomsten delen maar ook op enkele punten fundamenteel van elkaar verschillen. Op basis van het werk van Freidson (2001) en Sennett (2008) kan worden aangetoond dat het ideaaltypische doel van professies het realiseren van een abstracte waarde (zoals rechtvaardigheid) is, terwijl ambachten gericht zijn op het manipuleren van concrete materialen (bijvoorbeeld steen). Bijgevolg zijn (enkel) professies beroepen met een morele identiteit. In alle zelfdefinities van sociaal werk is deze morele identiteit, deze humanitaire kern aanwezig (zie bv. IFSW, NVMW). Daarom moet sociaal werk worden beschouwd als een professie en niet als een ambacht. Dit is niet louter een academische discussie maar beïnvloedt bijvoorbeeld de positie van dit beroep in de samenleving, zoals aan de hand van de ministeriële richtlijnen betreffende Welzijn Nieuwe Stijl kan worden geïllustreerd.
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Background: The importance of clarifying goals and providing process feedback for student learning has been widely acknowledged. From a Self-Determination Theory perspective, it is suggested that motivational and learning gains will be obtained because in well-structured learning environments, when goals and process feedback are provided, students will feel more effective (need for competence), more in charge over their own learning (need for autonomy) and experience a more positive classroom atmosphere (need for relatedness). Yet, in spite of the growing theoretical interest in goal clarification and process feedback in the context of physical education (PE), little experimental research is available about this topic. Purpose: The present study quasi-experimentally investigated whether the presence of goal clarification and process feedback positively affects students’ need satisfaction and frustration. Method: Twenty classes from five schools with 492 seventh grade PE students participated in this quasi-experimental study. Within each school, four classes were randomly assigned to one of the four experimental conditions (n = 121, n = 117, n = 126 and n = 128) in a 2 × 2 factorial design, in which goal clarification (absence vs. presence) and process feedback (absence vs. presence) were experimentally manipulated. The experimental lesson consisted of a PE lesson on handstand (a relatively new skill for seventh grade students), taught by one and the same teacher who went to the school of the students to teach the lesson. Depending on the experimental condition, the teacher either started the lesson explaining the goals, or refrained from explaining the goals. Throughout the lesson the teacher either provided process feedback, or refrained from providing process feedback. All other instructions were similar across conditions, with videos of exercises of differential levels of difficulty provided to the students. All experimental lessons were observed by a research-assistant to discern whether manipulations were provided according to a condition-specific script. One week prior to participating in the experimental lesson, data on students’ need-based experiences (i.e. quantitatively) were gathered. Directly after students’ participation in the experimental lesson, data on students’ perceptions of goal clarification and process feedback, need-based experiences (i.e. quantitatively) and experiences in general (i.e. qualitatively) were gathered. Results and discussion: The questionnaire data and observations revealed that manipulations were provided according to the lesson-scripts. Rejecting our hypothesis, quantitative analyses indicated no differences in need satisfaction across conditions, as students were equally satisfied in their need for competence, autonomy and relatedness regardless of whether the teacher provided goal clarification and process feedback, only goal clarification, only process feedback or none. Similar results were found for need frustration. Qualitative analyses indicated that, in all four conditions, aspects of the experimental lesson made students feel more effective, more in charge over their own learning and experience a more positive classroom atmosphere. Our results suggest that under certain conditions, lessons can be perceived as highly need-satisfying by students, even if the teacher does not verbally and explicitly clarify the goals and/ or provides process feedback. Perhaps, students were able to self-generate goals and feedback based on the instructional videos.
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Office well-being aims to explore and support a healthy, balanced and active work style in office environments. Recent work on tangible user interfaces has started to explore the role of physical, tangible interfaces as active interventions to explore how to tackle problems such as inactive work and lifestyles, and increasingly sedentary behaviours. We identify a fragmented research landscape on tangible Office well-being interventions, missing the relationship between interventions, data, design strategies, and outcomes, and behaviour change techniques. Based on the analysis of 40 papers, we identify 7 classifications in tangible Office well-being interventions and analyse the intervention based on their role and foundation in behaviour change. Based on the analysis, we present design considerations for the development of future tangible Office well-being design interventions and present an overview of the current field and future research into tangible Office well-being interventions to design for a healthier and active office environment.
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Discussions about the importance of the built environment for healthcare delivery extend at least as far back as Hippocrates 1 (400 BC). The iconic Florence Nightingale (1859) also strongly believed in the influence the indoor environment has on the progress of disease and recovery. Today, the role of the built environment in the healing process is of growing interest to healthcare providers, environmental psychologists, consultants, and architects. Although there is a mounting evidence 1 linking healthcare environments to health outcomes, because of the varying quality of that evidence, there has also been a lack of clarity around what can and cannot be achieved through design. Given the ageing of society and the ever increasing numbers of persons with dementia in the Western World, the need for detailed knowledge about aged care environments has also become increasingly important. The mental and physical health state of these persons is extremely fragile and their needs demand careful consideration. Although environmental interventions constitute only a fraction of what is needed for people with dementia to remain as independent as possible, there is now sufficient evidence (2, 3) to argue they can be used as a first-line treatment, rather than beginning with farmalogical interventions.
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More people voted in 2024 than any other year in human history, while often relying on the internet for political information. This combination resulted in critical challenges for democracy. To address these concerns, we designed an exhibition that applied interactive experiences to help visitors understand the impact of digitization on democracy. This late-breaking work addresses the research questions: 1) What do participants, exposed to playful interventions, think about these topics? and 2) How do people estimate their skills and knowledge about countering misinformation? We collected data in 5 countries through showcases held within weeks of relevant 2024 elections. During visits, participants completed a survey detailing their experiences and emotional responses. Participants expressed high levels of self-confidence regarding the detection of misinformation and spotting AI-generated content. This paper contributes to addressing digital literacy needs by fostering engaging interactions with AI and politically relevant issues surrounding campaigning and misinformation.
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