Purpose: This is a position paper describing the elements of an international framework for assistive techhnology provision that could guide the development of policies, systems and service delivery procedures across the world. It describes general requirements, quality criteria and possible approaches that may help to enhance the accessibility of affordable and high quality assistive technology solutions. Materials and methods: The paper is based on the experience of the authors, an analysis of the existing literature and the inputs from many colleagues in the field of assistive technology provision. It includes the results of discussions of an earlier version of the paper during an international conference on the topic in August 2017. Results and conclusion: The paper ends with the recommendation to develop an international standard for assistive technology provision. Such a standard can have a major impact on the accessibility of AT for people with disabilities. The paper outlines some the key elements to be included in a standard.
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Advanced technology is a primary solution for the shortage of care professionals and increasing demand for care, and thus acceptance of such technology is paramount. This study investigates factors that increase use of advanced technology during elderly care, focusing on current use of advanced technology, factors that influence its use, and care professionals’ experiences with the use. This study uses a mixed-method design. Logfiles were used (longitudinal design) to determine current use of advanced technology, questionnaires assessed which factors increase such use, and in-depth interviews were administered to retrieve care professionals’ experiences. Findings suggest that 73% of care professionals use advanced technology, such as camera monitoring, and consult clients’ records electronically. Six of nine hypotheses tested in this study were supported, with correlations strongest between performance expectancy and attitudes toward use, attitudes toward use and satisfaction, and effort expectancy and performance expectancy. Suggested improvements for advanced technology include expanding client information, adding report functionality, solving log-in problems, and increasing speed. Moreover, the quickest way to increase acceptance is by improving performance expectancy. Care professionals scored performance expectancy of advanced technology lowest, though it had the strongest effect on attitudes toward the technology.
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Transitions in health care and the increasing pace at which technological innovations emerge, have led to new professional approach at the crossroads of health care and technology. In order to adequately deal with these transition processes and challenges before future professionals access the labour market, Fontys University of Applied Sciences is in a transition to combining education with interdisciplinary practice-based research. Fontys UAS is launching a new centre of expertise in Health Care and Technology, which is a new approach compared to existing educational structures. The new centre is presented as an example of how new initiatives in the field of education and research at the intersection of care and technology can be shaped.
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This research investigates the potential and challenges of using artificial intelligence, specifically the ChatGPT-4 model developed by OpenAI, in grading and providing feedback in an educational setting. By comparing the grading of a human lecturer and ChatGPT-4 in an experiment with 105 students, our study found a strong positive correlation between the scores given by both, despite some mismatches. In addition, we observed that ChatGPT-4's feedback was effectively personalized and understandable for students, contributing to their learning experience. While our findings suggest that AI technologies like ChatGPT-4 can significantly speed up the grading process and enhance feedback provision, the implementation of these systems should be thoughtfully considered. With further research and development, AI can potentially become a valuable tool to support teaching and learning in education. https://saiconference.com/FICC
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Immersive technologies are redefining and revolutionizing the staging of experiences and co-creation of value, implicating the management of customer experiences. However, limited studies have looked at the role of immersive technologies as part of the customer experience management (CXM) process. Incorporating the concepts of experience economy and value co-creation, this study proposes a dynamic CXM framework that highlights the emerging field of immersive technologies like augmented and virtual reality as part of business and marketing research. The framework acts as a guide for researchers and industry practitioners to initiate immersive technology ventures that are rooted in the co-creation and management of customer experiences
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Design schools in digital media and interaction design face the challenge of integrating recent artificial intelligence (AI) advancements into their curriculum. To address this, curricula must teach students to design both "with" and "for" AI. This paper addresses how designing for AI differs from designing for other novel technologies that have entered interaction design education. Future digital designers must develop new solution repertoires for intelligent systems. The paper discusses preparing students for these challenges, suggesting that design schools must choose between a lightweight and heavyweight approach toward the design of AI. The lightweight approach prioritises designing front-end AI applications, focusing on user interfaces, interactions, and immediate user experience impact. This requires adeptness in designing for evolving mental models and ethical considerations but is disconnected from a deep technological understanding of the inner workings of AI. The heavyweight approach emphasises conceptual AI application design, involving users, altering design processes, and fostering responsible practices. While it requires basic technological understanding, the specific knowledge needed for students remains uncertain. The paper compares these approaches, discussing their complementarity.
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From the article: "The goal of higher professional education is to enable students to develop into reflective practitioners, having both a firm theoretical knowledge base as well as appropriate, professional attitudes and skills. Learning at the workplace is crucial in professional education, because it allows students to learn to act competently in complex contexts and unpredictable situations. Reflection on learning during an internship is hard to interweave with the working process, which may easily result in students having little control over their own learning process while at work. In this study, we aim to discover in what way we can effectively use technology to enhance workplace learning, by synthesizing design propositions for Technology- Enhanced Workplace Learning (TEWL). We conducted design-based research which is cyclic in nature. Based on preliminary research, we constructed initial design propositions and developed a web-based app (software program for mobile devices) providing interventions based on these propositions. In a pilot study, students from different educational domains used this app to support their workplace learning. We evaluated the initial design propositions by carrying out both a theoretical and a practical evaluation. With the insights obtained from these evaluations, we developed a next version of the design propositions and improved the app accordingly. The research result is a set of design propositions for TEWL. For daily practice, the developed web-based app is available for re-use and further research and development."
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The purpose of this paper is to reflect on the experiences of safety and security management students, enrolled in an undergraduate course in the Netherlands, and present quantitative data from an online survey that aimed to explore the factors that have contributed to students’ satisfaction with, and engagement in, online classes during the COVID-19 pandemic. The main findings suggest an interesting paradox of technology, which is worth further exploration in future research. Firstly, students with self perceived higher technological skill levels tend to reject online education more often as they see substantial shortcomings of classes in the way they are administered as compared to the vast available opportunities for real innovation. Secondly, as opposed to democratising education and allowing for custom-made, individualistic education schedules that help less-privileged students, online education can also lead to the displacement of education by income-generating activities altogether. Lastly, as much as technology allowed universities during the COVID-19 pandemic to continue with education, the transition to the environment, which is defined by highly interactive and engaging potential, may in fact be a net contributor to the feelings of social isolation, digital educational inequality and tension around commercialisation in higher education.
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Educational Technology (EdTech) refers to digital tools designed to advance education by enhancing teaching and learning experiences and streamlining administrative tasks. These tools play an increasingly central role in education, transforming how students learn, teachers instruct, and institutions manage resources. An EdTech ecosystem includes various stakeholders such as students, educators, institutions, EdTech providers, investors, policymakers, and researchers3. Each stakeholder plays a crucial role: students and teachers utilise the technology, institutions drive adoption, EdTech providers and investors foster innovation, policymakers establish regulations, and researchers analyse the need, design, and effectiveness of tools to shape future developments. The Dutch 3E Framework offers an evidence-informed approach to evaluate the effectiveness of EdTech. A key feature of the framework is its emphasis on continuous evaluation rather than static, one-time validation, ensuring EdTech tools are improved over time. The framework is a step towards more effective technology integration in education by making evidence-informed decision-making (in the context of development, procurement and enhancement of EdTech) an accessible and actionable process. The primary aim of the Dutch 3E Framework is not to mandate evaluation for all tools but to promote a culture where evidence-informed decision-making is embedded in all EdTech-related processes. This framework serves as a practical guide on how evidence is generated, interpreted, and used to develop, procure, and improve EdTech effectively. The framework is expected to facilitate meaningful discussions within the Dutch education community about evidence-informed evaluation of EdTech and help navigate the complexities of technology integration in education. This framework was designed for Npuls
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Advances in information and communication technologies (ICTs) as well as modern pedagogical perspectives have created new possibilities to facilitate and support learning in higher education (HE). Emerging technologies bring opportunities to reconsider teaching and learning. New ideas and concepts about the educational use of new technologies transform the roles of teachers. In this context the key question of this study is: whether learning as part of a (virtual) community of practice supports teachers' technology professional development. Different learning alternatives such as distance learning, workplace learning as well as blended forms of learning will enhance lifelong learning which forces a rethinking of traditional forms of education. However, most institutions for education foster just-in-case learning while new technologies foster just-in-time learning. As a result of new learning perspectives and the potential pedagogical benefits of ICTs in educational contexts, teachers have to learn how to integrate new technologies in teaching and learning. It is recommended that teacher professional development should be situated in multiple learning settings in which learning is teacher-centred. Next to classroom settings and cross-institutional learning communities, virtual learning communities (VCoPs) are a significant source for learning. There is an overlap between the educational values of interned-based learning and social theories of learning such as Lave & Wenger's situated learning theory and Wenger's theory of communities of practice. Drawing upon these theories, offers a perspective on social learning that emphasizes social processes within (V)CoPs where community participants engage in collective learning and knowledge creation. The data discussed in this paper have been drawn from a cross institutional setting at Fontys University of Applied Sciences, The Netherlands. The data were collected and analysed according to a qualitative approach. The paper concludes that VCoPs are learning environments since these network-based learning communities push learners to take more control of their learning and provide tasks which are more contextualised and meaningful.
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