Within the context of the information society, access to computers and the internet has been considered to be a new fault line in social exclusion. This has resulted in numerous initiatives on e-inclusion. There is however a second development, that of evidence-based practice, the approach that wants results of effectiveness studies to be an important inspiration for practice. Where these developments intersect, we find the issue of whether e-inclusion interventions are effective, of whether they reach their aim. It is common to label projects as "good practice", but do we have an assessment framework to justify using labels such as "good" or "best"? Does providing excluded citizens with access to computers and internet indeed help them to become socially included? And can we distinguish different types of initiatives and assess them according to their effectiveness?
DOCUMENT
Writing as soul work refers to the active engagement of students in transformative writing activities in a group setting with the aim to enable students to develop new, more empowering narratives. This article explains how soul work through writing can be used to foster career adaptability, expressed in the form of increased awareness and self-direction. We summarize the labour market realities that underlie a need for more narrative approaches and introduce writing as soul work as a potential method to respond to these contemporary career challenges. We define what is meant by soul work and writing, illustrate its use with several stories from practice, and make recommendations for teachers and implementation in institutions. “This is an Accepted Manuscript of an article published by Taylor & Francis in "British Journal of Guidance and Counsellingon" on 04/16/2016 available online: https://doi.org/10.1080/03069885.2016.1169366 LinkedIn: https://www.linkedin.com/in/reinekke-lengelle-phd-767a4322/
MULTIFILE
Athlete impairment level is an important factor in wheelchair mobility performance (WMP) in sports. Classification systems, aimed to compensate impairment level effects on performance, vary between sports. Improved understanding of resemblances and differences in WMP between sports could aid in optimizing the classification methodology. Furthermore, increased performance insight could be applied in training and wheelchair optimization. The wearable sensor-based wheelchair mobility performance monitor (WMPM) was used to measure WMP of wheelchair basketball, rugby and tennis athletes of (inter-)national level during match-play. As hypothesized, wheelchair basketball athletes show the highest average WMP levels and wheelchair rugby the lowest, whereas wheelchair tennis athletes range in between for most outcomes. Based on WMP profiles, wheelchair basketball requires the highest performance intensity, whereas in wheelchair tennis, maneuverability is the key performance factor. In wheelchair rugby, WMP levels show the highest variation comparable to the high variation in athletes’ impairment levels. These insights could be used to direct classification and training guidelines, with more emphasis on intensity for wheelchair basketball, focus on maneuverability for wheelchair tennis and impairment-level based training programs for wheelchair rugby. Wearable technology use seems a prerequisite for further development of wheelchair sports, on the sports level (classification) and on individual level (training and wheelchair configuration).
DOCUMENT
Het ontwerpen van diensten voor gezond gedrag is een steeds belangrijker taak voor de creatieve industrie. Echter, het ontbreekt de sector aan kennis en gereedschappen om vanuit wetenschappelijke theorie en bewijs gefundeerd te kiezen voor een interventiestrategie die past bij de context, de doelgroep en het doelgedrag. Bestaande tools en methoden missen een stevige (gedrags)theoretische onderbouwing of zijn te complex voor de ontwerppraktijk. Door de zeer recente ontwikkeling van nieuwe, bruikbare classificaties van gedragsveranderende technieken en onderliggende theoretische werkingsmechanismen is de ontwikkeling van een evidence-based strategiekeuze-tool nu mogelijk. Dit project wil deze nieuwe inzichten dan ook koppelen aan een bestaand product voor theorie-gedreven ontwerpen voor gedragsverandering: het gedragsmodel Persuasive by Design en de daarop gebaseerde Gedragslenzentoolkit. Hiermee levert dit project alle nodige input en randvoorwaarden voor een nieuwe, bruikbare tool die de bestaande lacune tussen doelgroeponderzoek en conceptontwikkeling opvult en de creatieve industrie in staat stelt kansrijkere gedragsveranderende interventies producten, diensten en communicatie-uitingen te ontwikkelen.