The purpose of this research is to find evidence for the assumption that allowing children to create their own news messages is an effective approach to teach them how to distinguish between reliable news and fake news. Three students of the primary teacher training programme of The Hague University of Applied Sciences developed five lessons concerning fake news and five Kahoot! quizzes for each of those lessons. They taught the lessons they developed under the supervision of a primary school teacher and one of their lecturers from the university. A Friedman test on the scores of the Kahoot! quizzes indicate that the children made progress over the course of the study. In addition, it appears that the children appreciated the lessons and that they have learned how news is created and how fake news can be recognised. The outcomes of this study have prompted a larger, international Erasmus+ project. Schools and libraries in three countries will investigate similar innovative blended-learning approaches for pupils between ages 12 to 15.
MULTIFILE
Amidst evolving landscapes and contemporary pressures affecting both the arts and rural living, policymakers and artists alike are directing more attention to rural and non-urban cultural practices. Participatory art forms, such as music, offer a unique potential to (re)connect people with each other and their surroundings by fostering reflection and reshaping societal perspectives. However, developing or attempting to integrate existing and new practices into rural communities can pose challenges for artists, especially when coming from outside these locales. Moreover, there is a notable absence of clear and sustainable pathways for artists to engage in participatory practices within rural settings, and research on this subject is limited.This report discusses the results of a case study which took place as part of the broader Sound Soils research project – a practice-oriented initiative aimed at exploring opportunities, roles and approaches for professional musicians to contribute to rural life in the northern Netherlands. In this case study, we aimed to understand the unique qualities and cultural lives of villages in the North-Netherlands region. To do so, we conducted immersive visits to three villages and spoke to locals about the existing cultural fabric of their village, as well as the current concerns and wishes of their inhabitants, both in general and in relation to music activities.Alongside providing other valuable insights into village life in our region more generally, our findings help identify potential ways for musicians to develop (new) collaborative music practices in rural communities, with a focus on forms that are in dialogue with existing local interests and community life. In this way, we seek approaches that have a higher potential for sustainability by being embedded into existing community structures and cultural practices. In this report, we explain the purpose, methodologies, and main findings of the three villages case study and discuss how these results may lead to follow-up research-in-practice projects in the villages studied and others like them.
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A case study and method development research of online simulation gaming to enhance youth care knowlegde exchange. Youth care professionals affirm that the application used has enough relevance as an additional tool for knowledge construction about complex cases. They state that the usability of the application is suitable, however some remarks are given to adapt the virtual environment to the special needs of youth care knowledge exchange. The method of online simulation gaming appears to be useful to improve network competences and to explore the hidden professional capacities of the participant as to the construction of situational cognition, discourse participation and the accountability of intervention choices.
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