Abstract The main purpose of this intervention was to measure student’s motivation in English Literature before and after an intervention based Zoltán Dörnyei’s Motivational Self System (2009) and Michael Magid’s (2011) application of the same theory in schools in Singapore. The present intervention was adapted to the students of the Dutch secondary school CLV (Christian Lyceum Veenendaal) in Veenendaal using fragments of English Literature (books, films, poems and songs). The intervention was carried out during eight lessons of fifty minutes where students had to participate in a variety of activities, all registered in a workbook assigned to each student at the beginning of the research project. Prior to and after the intervention, students filled in a questionnaire on motivation and English Literature. The results of these questionnaires were analysed with SPSS running descriptive statistical analysis. Along with these analyses, the timelines and life trees made by the students during the lessons and students’ answers given to the exercises on the workbooks were evaluated and compared. One of the most important conclusions of the intervention was that female students were more motivated, could make action plans and set goals easier and more detailed than male students. Another important result was that students in general had no interest in English Literature, although they realised it can be influential in their future life. The affective attitude of students to- wards the teacher and materials increased after the intervention, as well as students’ confidence in their own effort during class. However, the construct validity between the quantitative and qualitative data could not be established due to the fact that gender was not included as variable in the questionnaire. Gender relevancy became visible after the analyses of the workbooks. Therefore, future research will have to focus on including gender as a variable in the questionnaire in order to establish solid relations between quantitative and qualitative data. Another interesting research question for future interventions could be how to adapt English Literature and the materials that are being used in a way that both female and male students can tap into their own intrinsic motivational current.
To find, design and create solutions to global challenges, 21st century engineering professionals work in multi-disciplinary and international teams that are expected to work effectively, efficiently and innovatively. Universities are following this trend, as they acknowledge the importance of soft skills for employability. The integration of soft skills in higher education curricula is not straightforward, especially in engineering education. At our university, soft skills courses score low in student satisfaction surveys. This is the reason why we study the motivation, attitude and anxiety of computer engineering students toward learning soft skills. To do so, we performed a quantitative study using an online survey based on the mini-AMBT. Overall, our data indicate that computer engineering students have a positive motivation and attitude toward learning soft skills from both an integrative and an instrumental perspective. The obtained results do not give clear insights as to what causes the low satisfaction scores for soft skill courses. All of the above calls for further, qualitative research. We studied the motivation and attitude of computer engineering students in a Dutch university of applied sciences; the motivation and attitude of students in other disciplines and countries may differ and should be studied separately. Full text for members of IEEE : https://ieeexplore.ieee.org/abstract/document/8363231/
The transition towards an economy of wellbeing is complex, systemic, dynamic and uncertain. Individuals and organizations struggle to connect with and embrace their changing context. They need to create a mindset for the emergence of a culture of economic well-being. This requires a paradigm shift in the way reality is constructed. This emergence begins with the mindset of each individual, starting bottom-up. A mindset of economic well-being is built using agency, freedom, and responsibility to understand personal values, the multi-identity self, the mental models, and the individual context. A culture is created by waving individual mindsets together and allowing shared values, and new stories for their joint context to emerge. It is from this place of connection with the self and the other, that individuals' intrinsic motivation to act is found to engage in the transitions towards an economy of well-being. This project explores this theoretical framework further. Businesses play a key role in the transition toward an economy of well-being; they are instrumental in generating multiple types of value and redefining growth. They are key in the creation of the resilient world needed to respond to the complex and uncertain of our era. Varta-Valorisatielab, De-Kleine-Aarde, and Het Groene Brein are frontrunner organizations that understand their impact and influence. They are making bold strategic choices to lead their organizations towards an economy of well-being. Unfortunately, they often experience resistance from stakeholders. To address this resistance, the consortium in the proposal seeks to answer the research question: How can individuals who connect with their multi-identity-self, (via personal values, mental models, and personal context) develop a mindset of well-being that enables them to better connect with their stakeholders (the other) and together address the transitional needs of their collective context for the emergence of a culture of the economy of wellbeing?
Due to the existing pressure for a more rational use of the water, many public managers and industries have to re-think/adapt their processes towards a more circular approach. Such pressure is even more critical in the Rio Doce region, Minas Gerais, due to the large environmental accident occurred in 2015. Cenibra (pulp mill) is an example of such industries due to the fact that it is situated in the river basin and that it has a water demanding process. The current proposal is meant as an academic and engineering study to propose possible solutions to decrease the total water consumption of the mill and, thus, decrease the total stress on the Rio Doce basin. The work will be divided in three working packages, namely: (i) evaluation (modelling) of the mill process and water balance (ii) application and operation of a pilot scale wastewater treatment plant (iii) analysis of the impacts caused by the improvement of the process. The second work package will also be conducted (in parallel) with a lab scale setup in The Netherlands to allow fast adjustments and broaden evaluation of the setup/process performance. The actions will focus on reducing the mill total water consumption in 20%.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.