Samenvatting Doel Door de COVID-19-pandemie is een nieuwe groep revalidanten ontstaan waarbij voor een deel intensieve multidisciplinaire geriatrische revalidatie cruciaal lijkt te zijn. Gezien de nog beperkt beschikbare wetenschappelijke kennis en ervaring met het ziektebeeld, was er behoefte aan een praktijkgericht groeidocument en een continu cyclisch proces om praktijkkennis en nieuwe wetenschappelijke kennis direct te implementeren in de praktijk. Dit artikel beschrijft het proces van ontwikkeling, implementatie, evaluatie en doorontwikkeling daarvan in de praktijk, welke onder bijzondere omstandigheden heeft plaatsgevonden. Methode Het hele proces van de totstandkoming van het multidisciplinaire CO-FIT+ revalidatieprogramma bestond uit multipele iteraties van de PDCA-cyclus op zowel projectorganisatie-, projectuitvoerings- als implementatieniveau. Het behandeladvies post COVID-19-geriatrische revalidatie van Verenso is gebruikt als leidraad. Dit is aangevuld met de kennis en expertise van de GRZPLUS-professionals, ketenpartners, aanbevelingen vanuit de beroepsverenigingen en kennis uit wetenschappelijk onderzoek onder andere op het gebied van geriatrische (long-)revalidatie en post IC-revalidatie. Resultaten Een multidisciplinair geriatrisch revalidatieprogramma CO-FIT+ welke is geïmplementeerd in de praktijk. Dit heeft geresulteerd in een uniforme werkwijze en een continue verbetercyclus.
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In the Dutch armed forces clothing sizes are determined using 3D body scans. To evaluate if the predicted size based on the scan analysis matches the best fit, 35 male soldiers fitted a combat jacket and combat pants. It was shown that the predicted jacket size was slightly too large. Therefore, an adjustment was proposed. The predicted and preferred pant size matched rather well. We further investigated discrepancies between predicted and preferred sizes using virtual fitting analysis. Colour maps showing the difference between garment and body circumference illustrated that some soldiers selected a garment size that was obviously too small or too large. In order to minimize the effect of personal preference and maximize standardize ease, we recommend to maintain the current size prediction (with minor corrections for jackets) and use virtual fitting selectively as a control measure.
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Due to the rise of knowledge work since the 1980s, high job autonomy and high task variety have become common job characteristics. Knowledge workers increasingly work across multiple locations, using advanced information and communication technologies; a trend that is expected to accelerate in the post-COVID-19 world of work. As these developments fundamentally change the use of office work environments, organizations and workplace professionals have been searching for new ways to facilitate the workforce more effectively and efficiently. In the past two decades, more and more of them seem to have found the ultimate solution in activity-based working (ABW). According to this concept, workers share a variety of non-assigned work settings, enabling them to use different work settings in accordance with their varying tasks. Yet, outcomes of AWB environments generally fall short of expectations. Remarkably, while sharing the same ABW environment, some workers seem to experience fit while others do not.Optimization of perceived fit with ABW environments is important fororganizations, since it is linked to various work outcomes. Currently, this isparticularly relevant in the context of expected post-COVID-19 changes in workpractices. To find clues for optimization of ABW practice, the current PhD research project was designed to examine how workers’ jobs, tasks, behaviors, psychological needs, and demographic characteristics may be related to their perceived fit. Two survey-based studies revealed relevant workers’ attributes, which were further examined in experience-sampling field studies and a virtual reality experiment. From the findings, a clear profile arises of workers who best fit with ABW environments, i.e.: high task variety, job autonomy, external and internal mobility, social interaction, and need for relatedness; low need for privacy; few highcomplexity tasks, many non-individual tasks; appropriately using open and closed work settings; frequently switching between work settings; relatively young age.
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This study contributes to the employability skills debate by investigating how students’ self-perceived 21st century skills relate to the self-perceived fit between their higher education curriculum and their future labor market for a sustainable entry to this labor market. Survey data from 4670 fourth-year students over a period of four years were analyzed. Furthermore, out of this group, 83 students were monitored longitudinally over their full educational student careers. Results showed a positive relationship between students’ self-perceived 21st century skills and their self-perceived “education-future labor market fit”. Among more recent cohorts, a significant improvement in their self-perceived 21st century skills was found. Overall, this study indicated that in order to deliver “employable” graduates, students need to be thoroughly trained in 21st century skills, and their development should be retained and expanded. This is one of the few studies that uses a vast amount of both cross-sectional and longitudinal data on skills and labor market perspectives among new graduates.
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While activity-based working is gaining popularity worldwide, research shows that workers frequently experience a misfit between the task at hand and their work setting. In the current study, experience sampling data were used to examine how perceived fit in activity-based work environments is related to user behavior (i.e., the use of work settings and setting-switching). We found that workers’ perceived fit was higher when they used closed rather than open work settings for individual high-concentration work. Furthermore, more frequent setting-switching was related to higher perceived fit. Unexpectedly, however, this relation was observed only among workers low in activity-switching. These findings indicate that user behavior may indeed be relevant to creating fit in activity-based work environments. To optimize workers’ perceived fit, it seems to be particularly important to facilitate and stimulate the use of closed work settings for individual high-concentration work.
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Using a multi-wave, multi-level design, this study unravels the impact of subjective (dis)similarities in teams on team effectiveness. Based on optimal distinctiveness theory and the social inclusion model, we assume combined effects of individual and shared perceptions of supplementary and complementary person–team fit on affective and performance-based outcomes. Furthermore, at the team level, we expect this relationship to be mediated by team cohesion. In a sample of 121 participants (across 30 teams), we found that teams in which members share perceptions of high supplementary as well as high complementary fit outperform those in which they do not. In addition, members of such teams report higher levels of team satisfaction and viability. Both of these occur through positive effects on the cohesion within the team. Thereby, our results support the central tenet of the social inclusion model. At the individual level, this enhancing effect of the interaction was not supported, providing additional evidence for considering perceived person–team fit as a collective construct.
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Praktische aanbevelingen op basis van bevindingen uit systematisch literatuuronderzoek bij de Covid-19 en vergelijkbare virusuitbraken en interviews met experts en ervaringsdeskundigen.
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Study orientation tools are frequently grounded in the notion that achieving person-environment (PE) fit is key to academic success. Nevertheless, the literature reveals two notable gaps: the focus on predictive rather than explanatory role of PE fit within a broader set of variables, and its varying impact on outcomes across study programmes. This study aimed to address these gaps by investigating the relative importance of PE fit within a comprehensive set of pre-enrolment predictors to predict programme-specific persistence. We analysed data from 1305 prospective first-year students across five study programmes, with at least 200 students per programme. Data analysis included propensity score weighting and logistic LASSO regressions with cross-validation. The results indicated prediction accuracy in each programme ranging from 67% to 77% in the training data, which reduced to 50–75% in the test data, reflecting good prediction of persistence but challenges in predicting dropout. Inspection of the retained predictors revealed varying predictors across study programmes, with interest and skill fit variables representing the largest effects. This study underscores the necessity of programme-specific predictions to understand the relationship between PE fit and first-year persistence. The findings lay the groundwork for more personalised feedback in study orientation tools.
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The aim of this study was to examine differences in the performance of children with probable Developmental Coordination Disorder (p-DCD) and balance problems (BP) and typical developing children (TD) on a Wii Fit task and to measure the effect on balance skills after a Wii Fit intervention. Twenty-eight children with BP and 20 TD-children participated in the study. Motor performance was assessed with the Movement Assessment Battery for Children (MABC2), three subtests of the Bruininks Oseretsky Test (BOT2): Bilateral Coordination, Balance and Running Speed & Agility, and a Wii Fit ski slalom test. The TD children and half of the children in the BP group were tested before and after a 6 weeks non-intervention period. All children with BP received 6 weeks of Wii Fit intervention (with games other than the ski game) and were tested before and afterwards. Children with BP were less proficient than TD children in playing the Wii Fit ski slalom game. Training with the Wii Fit improved their motor performance. The improvement was significantly larger after intervention than after a period of non-intervention. Therefore the change cannot solely be attributed to spontaneous development or test-retest effect. Nearly all children enjoyed participation during the 6 weeks of intervention. Our study shows that Wii Fit intervention is effective and is potentially a method to support treatment of (dynamic) balance control problems in children.
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With the increasing mobility and connectivity of technological devices in smart cities, games are also used to address urban challenges like citizenship or equality. In my thesis, I argue that the design of many of these game solutions does not fit the challenge they try to address. For example, Pokémon Go ultimately became more a social facilitator than a pure for-profit app, while Geocaching for education purposes has proven ineffective. In order to assess the efficacy of the design of these solutions and suggest future improvements, I introduce an interdisciplinary method called ‘The Action Space Analysis’ which can be used to measure and judge how well the design fits with a challenge. First, I suggest a perspective on game design focused on the acceptance that whatever possible actions are contained in the game, some player will play them. Secondly, the city challenges are understood as the pursuit of a city model, an understanding of how you want the city to be. The action space analysis takes a game design and uncovers all possible actions of the game to check and score how well these actions fit the city model pursued. This checks how present the possibility is of players performing the desired actions from the city model. I check this for Geocaching, Ontdek Overvecht, Cities: Skylines, and Pokémon Go. The action space analysis works as validation method that allows designers to improve their games, critics to analyse city solutions better, and municipalities to pass informed judgment on suggested solutions.
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