De doelstellingen van het Interactive Virtual Math-project zijn het ontwerpen en ontwikkelen van de digitale tool voor het leren van grafieken bij dynamische contexten op de middelbare school (14-17 jaar oud) en om het gebruik van nieuwe technologieën voor leren in de klas te verkennen. Onderzoek biedt enkele didactische aanwijzingen om instructies te ontwikkelen die het leren van covariationaal redeneren ondersteunen (een belangrijke aspect bij het leren van dynamische grafieken). In deze poster presenteren we het prototype van een tool die covariationaal redeneren ondersteunt: IVM (Interactive Virtua Math) en bespreken we de didactische principes achter de tool. We gebruiken hiervoor de resultaten van een kleinschalig onderzoek met vier klassen die de tool hebben gebruikt om de werking van de tool te illustreren.
Background: Differences in professional practice might hinder initiation of student participation during international placements, and thereby limit workplace learning. This study explores how healthcare students overcome differences in professional practice during initiation of international placements. Methods: Twelve first-year physiotherapy students recorded individual audio diaries during the first month of international clinical placement. Recordings were transcribed, anonymized, and analyzed following a template analysis approach. Team discussions focused on thematic interpretation of results. Results: Students described tackling differences in professional practice via ongoing negotiations of practice between them, local professionals, and peers. Three themes were identified as the focus of students’ orientation and adjustment efforts: professional practice, educational context, and individual approaches to learning. Healthcare students’ initiation during international placements involved a cyclical process of orientation and adjustment, supported by active participation, professional dialogue, and self-regulated learning strategies.Conclusions: Initiation of student participation during international placements can be supported by establishing a continuous dialogue between student and healthcare professionals. This dialogue helps align mutual expectations regarding scope of practice, and increase understanding of professional and educational practices. Better understanding, in turn, creates trust and favors meaningful students’ contribution to practice and patient care.
In the context of developing mentor teachers' use of supervisory skills, two consecutive studies were conducted, using stimulated recall. Firstly, with eight participants, an instrument was developed to categorize contents of interactive cognitions. Secondly, with 30 participants, the instrument was applied to uncover contents of mentor teachers' interactive cognitions, before and after training in supervisory skills. After training, mentor teachers demonstrate an increased awareness of their use of supervisory skills. This indicates that mentor teachers not only seem to emphasize pupil learning and needs when conducting a mentoring dialogue, but simultaneously focus on their own supervisory behaviour.
Create and test the effect of different audio and movement interactions on virtual museum experiencesA virtual museum was created in order to conduct research, specifically designed for the Samsung Gear VR. In the virtual environment there are interactive compositions the user can hear, and react to while seeing a virtual reality exposition of stunning Japanese paintings. The objective of the latest study was to find whether differences in audio (i.e., interactive or non‐interactive) and movement types (i.e., fixed or free) had an impact on the experience of presence for the user in a virtual environment that represents a museum. The audio variable is composed by and is researched on behalf of Musica Nova, a company that produces music for new forms of media. The results of this component illustrated that interactive music increases feelings of engagement and presence. As to the movement types in a virtual museum, users indicated that free movement caused for a more engaging virtual environment. The research was extended for research on different paintings (e.g. VanGogh).