Background: Acquiring the theoretical and practical knowhow of conducting patient and public involvement (PPI) in research is not part of the traditional curriculum of researchers. Zuyd University of Applied Sciences and Huis voor de Zorg, a regional umbrella patient organization, therefore started a 1.5-year coaching programme. Objective: To establish a community of practice by developing a PPI coaching programme for senior and junior health services researchers of Zuyd University. The context consisted of research projects conducted by the participants. Methods: A participatory action research methodology. Data were collected from reports of thematic group meetings and individual sessions with participants, field notes and regular reflection meetings with the project team. Data were analysed by reflexive deliberation. Findings: The programme comprised a kick-off meeting (52 attendees), followed by 7 group meetings with 11 junior and 9 senior researchers. The project team constructed a serious game based on the concept of the participation ladder. Questions and concerns differed for junior and senior researchers, and separate tailored meetings were organized for both groups. Between group meetings, participants received individual assignments. Group meetings were accompanied by individual coaching sessions to provide tailor-made feedback. The programme concluded with a combined meeting with all stakeholders. Conclusion: Building a community of PPI practice through action research facilitates the development of a coaching programme that fosters social learning, empowerment and the development of a shared identity concerning PPI. The role and responsibilities of senior researchers should be distinguished from those of junior researchers.
Video games clearly have great educational potential, both for formal and informal learning, and this avenue is being thoroughly investigated in the psychology and education literature. However, there appears to be a disconnect between social science academic research and the game development sector, in that research and development practices rarely inform each other. This paper presents a two-part analysis of this communicative disconnect based on investigations carried out within the H2020 Gaming Horizons project. The first part regards a literature review that identified the main topics of focus in the social sciences literature on games, as well as the chief recommendations authors express. The second part examines 73 interviews with 30 developers, 14 researchers, 13 players, 12 educators, and 4 policy makers, investigating how they perceived games and gaming. The study highlights several factors contributing to the disconnect: different priorities and dissemination practices; the lag between innovation in the games market and research advancements; low accessibility of academic research; and disproportionate academic focus on serious games compared to entertainment games. The authors suggest closer contact between researchers and developers might be sought by diversifying academic dissemination channels, promoting conferences involving both groups, and developing research partnerships with entertainment game companies.
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Introduction: Writing Readiness Inventory Tool In Context (WRITIC) is a context-based assessment tool to evaluate which kindergarten children are at risk of developing handwriting difficulties. WRITIC-assessment is valid, reliable, feasible, predictive, and norm-referenced tool. Objectives: Building a network to enable professionals internationally using WRITIC-assessment in kindergarten. Methods: Build contacts internationally, compose translation teams within different universities, train translation teams, support back- and forth translation and cross-cultural assessment adaptation, carry out feasibility and validation studies, publish WRITIC-manuals in different languages, provide train-the-trainer courses, support organization of courses for professionals in different countries. Results: Different international projects started resulting in an English, Portuguese, German and Slovenian translation; validation studies in Flanders, UK, Portugal and Slovenia; translation projects in Greece and Bulgaria and contacts build in France, Spain, Japan, Indonesia, South Africa and Australia. A Figshare environment was developed to safely store and exchange data and to support international research. A digital platform was constructed to share information, sell manuals, and provide assessment requirements. Conclusion: The growing international network and the resulting projects make it possible to support future-proofing school-based occupational therapy worldwide. WRITIC-assessment helps to enable participation in handwriting for all children and contributes to inclusive education.
Events:Project meetings & trainings with the COMMITTED partners•Kick-off meeting at Hanze University of Applied Sciences, Groningen, 5 April 2022•Partner meeting & training at Technical University of Applied Sciences Würzburg-Schweinfurt, Wurzburg, 12- 14 Dec. 2022•Partner meeting & training at Moravian College Olomouc, 31 May – 2 June 2023•Partner meeting at Lappeenranta-Lahti University of Technology LUT, Kouvola, 18 Sept. 2023•Final partner meeting at Budapest Business University, Budapest, 18 March 2024Trainings for university staff and SMEs:•Deemed export compliance pilot training for university staff,1 Feb. 2024, IBS Hanze. •Deemed export compliance pilot training for SMEs, 12 Feb. 2024, IBS Hanze.Conference presentations:Project pitch at Conference of the Centre of Expertise Entrepreneurship, Hanze, May 21, 2024Workshops:Deemed export workshop at the annual Enterprise Europe Network (EEN) consortium day on June 27, 2024The proposed project will help companies, policy makers and university researchers and students involved in international projects for which export compliance is applicable, recognize the risks related to the dissemination/use of data, R&D results and other products of international cooperation. Such items regulated by export control regimes require preparedness and understanding what is necessary to comply with the rules, in order to prevent infringement, which can have profound negative consequences for all parties involved. EU calls for tailored guidance to address those distinct challenges (2021/821 Regulation) and the proposed project is inline with this need.
DOK4CT (in Dutch: Digitale Onderwijsmiddelen en Kennisontsluiting for Control Towers)In this project the practical applied knowledge, derived from innovative projects within the “Topsector logistiek”, is made accessible by Breda University and Deltago. This online Control Tower Course is specifically meant for logistic professionals and students in logistic orientated education. The project was made accesible and supported by the NWO, Netherlands Organisation for Scientific Research. The scope of this project is limited to the area of Cross Chain Control Centers (4C) / Control Towers. The educational valorisation will be executed by the development of digital materials. These are used for student education as well as dissemination towards professionals in the logistics sector. Hereby, the interaction between students and professionals is an important additional benefit under the name of “social learning”. For example the interviews that Marcel Wouterse (Deltago and lecturer at Breda University of Applied Sciences) has created with key partners in the logistics sector were recorded and edited by students. By the use of digital educational tools and serious games, the benefits of Control Towers are now visible for students and professionals. The next phase is to introduce the gained knowledge in future organisations in order to support the Netherlands in the top of the logistics sector.Project goalThe goal of this project is to improve the exploitation of fundamental- and applied knowledge in the expertise area of Cross Chain Control Centers (4C) and Control Towers (CT).The tasks are divided in five subprojects:1. Preparations to transfer existing materials in digital learning tools;2. Shape digital education material (Webinars, online platform, knowledge clips and e-learnings)3. Develop and/or use several serious games (Convoy game / Synchromania)4. Promotion of the course to specified target groups (professionals / international students)5. Project managementExcising knowledge regarding Cross Chain Control Centers and Control Towers is used in this project. New knowledge will not be generated. The project focus lies on the disclosure of acquired knowledge by digital learning tools.
A world where technology is ubiquitous and embedded in our daily lives is becoming increasingly likely. To prepare our students to live and work in such a future, we propose to turn Saxion’s Epy-Drost building into a living lab environment. This will entail setting up and drafting the proper infrastructure and agreements to collect people’s location and building data (e.g. temperature, humidity) in Epy-Drost, and making the data appropriately available to student and research projects within Saxion. With regards to this project’s effect on education, we envision the proposal of several derived student projects which will provide students the opportunity to work with huge amounts of data and state-of-the-art natural interaction interfaces. Through these projects, students will acquire skills and knowledge that are necessary in the current and future labor-market, as well as get experience in working with topics of great importance now and in the near future. This is not only aligned with the Creative Media and Game Technologies (CMGT) study program’s new vision and focus on interactive technology, but also with many other education programs within Saxion. In terms of research, the candidate Postdoc will study if and how the data, together with the building’s infrastructure, can be leveraged to promote healthy behavior through playful strategies. In other words, whether we can persuade people in the building to be more physically active and engage more in social interactions through data-based gamification and building actuation. This fits very well with the Ambient Intelligence (AmI) research group’s agenda in Augmented Interaction, and CMGT’s User Experience line. Overall, this project will help spark and solidify lasting collaboration links between AmI and CMGT, give body to AmI’s new Augmented Interaction line, and increase Saxion’s level of education through the dissemination of knowledge between researchers, teachers and students.