Dissertatie met als onderwerp het ontwerp en evaluatie van de Hogere Beroepsopleidding Orthopedische Technologie in Nederland. In deze dissertatie wordt naast het ontwerp van de opleiding ingegaan op een vergelijking die is gemaakt met andere opleidingen op het gebied van hoger orthopedisch technologisch onderwijs in de wereld.
Over the last years a large growth in Electric Vehicles (EV) and charging infrastructure (CI) development has been observed. Particularly in metropolitan areas this growth has led to a system in which multitudes of interactions between EV users take place. While many researchers have focused on EV user charging behavior and deployment strategies for CI, little attention has been paid to conceptualizing the problem domain. This research provides a brief overview of complex systems theory, and derives six characterizing elements of complex systems that may be applicable for CI. The paper investigates both theoretically but also empirically how these characterizing elements apply for CI and provides implications for the further roll-out of CI for both policy makers and researchers. We illustrate our findings with preliminary results form ongoing research. Recommendations include the further development of simulation tools that are capable of exploring effects of e.g. non-linear behavior, feedback loops and emergence of new patterns on CI performance. In the end this paper aims to provide directions to enable policy makers to be better prepared for the anticipated exponential growth of EVs and CI.
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The inherent complexity of planning at sea, called maritime spatial planning (MSP), requires a planning approach where science (data and evidence) and stakeholders (their engagement and involvement) are integrated throughout the planning process. An increasing number of innovative planning support systems (PSS) in terrestrial planning incorporate scientific models and data into multi-player digital game platforms with an element of role-play. However, maritime PSS are still early in their innovation curve, and the use and usefulness of existing tools still needs to be demonstrated. Therefore, the authors investigate the serious game, MSP Challenge 2050, for its potential use as an innovative maritime PSS and present the results of three case studies on participant learning in sessions of game events held in Newfoundland, Venice, and Copenhagen. This paper focusses on the added values of MSP Challenge 2050, specifically at the individual, group, and outcome levels, through the promotion of the knowledge co-creation cycle. During the three game events, data was collected through participant surveys. Additionally, participants of the Newfoundland event were audiovisually recorded to perform an interaction analysis. Results from survey answers and the interaction analysis provide evidence that MSP Challenge 2050 succeeds at the promotion of group and individual learning by translating complex information to players and creating a forum wherein participants can share their thoughts and perspectives all the while (co-) creating new types of knowledge. Overall, MSP Challenge and serious games in general represent promising tools that can be used to facilitate the MSP process.
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