The pervasive phenomenon of adaptivity in face-to-face interaction isdescribed inconsistently, using numerous concepts (e.g. alignment/attunement/complementarity/imitation/reciprocity/scaffolding/synchrony), impeding the streamlining of adaptivity research. Weexplored 33 adaptivity concepts and various adaptivity theories fromdifferentfields. We developed a theory-based conceptual frameworkconsisting of two key dimensions.Relatednessrefers to how people’sactions should relate to each other to be considered adaptive and isdescribed in terms of sameness (e.g. both friendly), oppositeness (e.g.dominant/submissive), or specified attentiveness (dissimilar acts).Responsivityrefers to the timing of people’s actions (sequential/simultaneous). The framework helps to understand what key elementsadaptivity consists of. The framework can help transcending theconcept and discipline level and examining and synthesizing research pertaining to adaptivity with similar dimensional characteristics.
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The purpose of the design-based research reported here is to show – as a proof of principle – how the idea of scaffolding can be used to support primary teachers in a professional development programme (PDP) to design and enact language-oriented science lessons. The PDP consisted of six sessions of 2.5 h each in which twelve primary school teachers took part over a period of six months. It centralised the language support that pupils need to reason during science lessons. In line with the idea of scaffolding, the structure of the PDP targeted teachers' gradual independence in designing lessons. The first research question is how scaffolding was enacted during the PDP. The analysis of video recordings, field notes, researcher and teacher logs, and teacher design assignments focused on the enactment of three scaffolding characteristics: diagnosis, responsiveness and handover to independence. The second research question concerns what teachers learned from the participation in the PDP that followed a scaffolding approach. The data analysis illustrates that these teachers had learned much in terms of designing and enacting language-oriented science lessons. In terms of diagnosis and responsiveness, our PDP approach was successful, but we problematise the ideal of scaffolding approaches focused on handover to independence.
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Abstract: Sedentary behaviour in children, four years of age and older, has increased over the last decades. These children become physically less skilled, which demotivates them for regular sports activities. They become susceptible to health risks such as obesity and have a heightened chance to develop depression and a lower self-esteem. Sports professionals acknowledge that these children in time become unable to keep up with the sports education pace, leaving them prone to social exclusion as well.Exergames seem promising in their potential to increase the amount and quality of physical exercise in this group. Moreover, they offer strategies to motivate children to a more active and healthier lifestyle. However, some issues remain unclear regarding their applicability and individual fittingness. For one thing sports professionals have little to no experience using exergames in physical education, let alone understand which games could be appropriate to structurally activate said children. In addition, existing exergames regularly lack a suitable degree of adaptivity regarding what a child is physically capable of, which psychological needs should be addressed, and to what inactive children find appealing in terms of gameplay.The aim of our research project is to build a first prototype of an adaptive platform for exergames to motivate inactive children to structurally engage in physical exercise more, and better. The participative design method we used in our preliminary qualitative research led to a better understanding of the barriers to move and the psychological needs children have when it comes to physical exercise. We made a first global list of requirements for the adaptive platform and an overview of necessary design directions.Future pursuits in this project include a participative design research study amongst both children and sports professionals, and a thorough review of the literature and state of the art knowledge. We will use this knowledge to create a first prototype of an adaptive platform in collaboration with a serious game company and an organisation of sport professionals. After user testing we will use the evaluation findings as a baseline for future measurements regarding the adaptation of suggested exergames and to formalize and disseminate found design guidelines.
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The adaptivity of façades is increasingly recognized as an important functional feature to be integrated with the state-of–the-art building technology. The aim is thereby to control its reversible system states in real-time to adapt to current indoor and outdoor conditions. Concepts reported elsewhere integrate two or more functions related to structural integrity, ventilation, heating and cooling, solar protection, as well as energy generation and storage. Although advantages are perceived obvious, the number of realized case studies remains limited. Triggered by this observation, the authors of this contribution report research findings from a literature study and interviews with stakeholders in the field, including contractors, building consultants and architects. The three key-findings suggest that (1) the functions daylighting and energy generation/storage are most commonly integrated into façades or façade components characterized as being adaptive, (2) interviewees are divided on the implementation potential of most of the designs/concepts and (3) the aesthetics of the design, (investment) costs, durability and required maintenance are critical for a widespread market uptake. Herewith, this paper contributes new knowledge to the discussion related to finding the right level of system integration in building technology.
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In this article three different responses are taken as the starting point how different types of disruption could be dealt with. These responses—repair, bounce back and grow stronger—are combined with three disruptions (sea level rise, storm surge and heavy rainfall), and then tested in three case studies. The result of the investigation is that anti-fragility (grow stronger) is a preferential approach to create delta landscapes that become stronger under influence of a disruption. Anti-fragility is for this research subdivided in three main characteristics, abundance of networks, adaptivity and counterintuitivity, which are used to analyse the three case study propositions. The type of response, type of disruption, characteristic of anti-fragility and the qualities of the case study area itself determine the design proposition and the outcome. In all cases this approach has led to a stronger and safer landscape. The concept of anti-fragility impacts on the period before a disruption, during and also after the disruptive impact. This gives it a better point of departure in dealing with uncertain or unprecedented hazards and disruptions.
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This dissertation concerns the adaptive ability by which workers meet new expertise needs throughout their careers. We aimed to increase our understanding of this adaptive ability through a series of four studies building upon the concept of flexpertise (Van der Heijden, 1998, 2000). These studies were designed to advance theorizing, specifically in scholarly research on expertise and expert performance (Ericsson et al., 2006) and sustainable careers (Van der Heijden & De Vos, 2015), and to increase our understanding of how flexpertise may be fostered among workers across expertise domains and working contexts.In this introduction chapter, we outline the key theoretical concepts regarding the flexpertise phenomenon that we will use throughout this dissertation, a description of the knowledge gap in the scholarly literature, and our research focus. This is followed by a summary of this PhD project that outlines the overall research objective, the research questions and research methods that we deployed, as well as an overview of the four flexpertise studies conducted (see Table 1.1). The subsequent chapters include the four (submitted) scientific publications on this matter. We conclude by reflecting on the theoretical, methodological and practical value of our research, and on the limitations of our research approach. We finish with recommendations for future research, ethical considerations on the usage of the flexpertise concept in labor market debates, and a personal reflection on this PhD program.Before explaining the key concept of flexpertise and related core concepts, we first outline what we mean by new expertise needs. These needs shaped the background of the four studies conducted.
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In this article, we describe the emergence of a new Finance course in line with the concept of the Societal Cost-Benefit Analysis (SCBA). By means of an in-depth case study, we reconstruct the process of dissatisfaction and corresponding discussions among lecturers and students of the Master Integrated Care Design with regard to the learning aims and content of the Finance course, which is a study module of this master. During the period 2015-2021, the aims and content of this module were revised and remoulded several times in order to define a Finance course that was able to both sufficiently and creatively connect the domain of Integrated Care with that of Finance. In this process of reiterating revision both lectures and students played a crucial role. The ultimate result – the indicative Societal Cost-Benefit Analysis – was unexpected and unplanned, producing an outcome that surpassed the sum of its separate parts. In short, the process, as we describe in this case study, bears all the hallmarks of emergence. Moreover, the analysis shows how this process of emergence in combination with emergent leadership led to a practicable and encouraging outcome, which satisfied and committed all stakeholders, setting an example that is worth following.
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The aim of this study was to identify expert perception on which features are important for the effectiveness of physical activity–related apps for participation in individual, recreational sports. This study was part of a research project 'For everyone an app?!'.
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Background: A large number of people participate in individual or unorganized sports on a recreational level. Furthermore, many participants drop out because of injury or lowered motivation. Potentially, physical activity–related apps could motivate people during sport participation and help them to follow and maintain a healthy active lifestyle. It remains unclear what the quality of running, cycling, and walking apps is and how it can be assessed. Quality of these apps was defined as having a positive influence on participation in recreational sports. This information will show which features need to be assessed when rating physical activity–related app quality. Objective: The aim of this study was to identify expert perception on which features are important for the effectiveness of physical activity–related apps for participation in individual, recreational sports. Methods: Data were gathered via an expert panel approach using the nominal group technique. Two expert panels were organized to identify and rank app features relevant for sport participation. Experts were researchers or professionals in the field of industrial design and information technology (technology expert panel) and in the field of behavior change, health, and human movement sciences who had affinity with physical activity–related apps (health science expert panel). Of the 24 experts who were approached, 11 (46%) agreed to participate. Each panel session consisted of three consultation rounds. The 10 most important features per expert were collected. We calculated the frequency of the top 10 features and the mean importance score per feature (0-100). The sessions were taped and transcribed verbatim; a thematic analysis was conducted on the qualitative data. Results: In the technology expert panel, applied feedback and feedforward (91.3) and fun (91.3) were found most important (scale 0-100). Together with flexibility and look and feel, these features were mentioned most often (all n=4 [number of experts]; importance scores=41.3 and 43.8, respectively). The experts in the health science expert panels a and b found instructional feedback (95.0), motivating or challenging (95.0), peer rating and use (92.0), motivating feedback (91.3), and monitoring or statistics (91.0) most important. Most often ranked features were monitoring or statistics, motivating feedback, works good technically, tailoring starting point, fun, usability anticipating or context awareness, and privacy (all n=3-4 [number of experts]; importance scores=16.7-95.0). The qualitative analysis resulted in four overarching themes: (1) combination behavior change, technical, and design features needed; (2) extended feedback and tailoring is advised; (3) theoretical or evidence base as standard; and (4) entry requirements related to app use. Conclusions: The results show that a variety of features, including design, technical, and behavior change, are considered important for the effectiveness of physical activity–related apps by experts from different fields of expertise. These insights may assist in the development of an improved app rating scale.
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Social robots have been introduced in different fields such as retail, health care and education. Primary education in the Netherlands (and elsewhere) recently faced new challenges because of the COVID-19 pandemic, lockdowns and quarantines including students falling behind and teachers burdened with high workloads. Together with two Dutch municipalities and nine primary schools we are exploring the long-term use of social robots to study how social robots might support teachers in primary education, with a focus on mathematics education. This paper presents an explorative study to define requirements for a social robot math tutor. Multiple focus groups were held with the two main stakeholders, namely teachers and students. During the focus groups the aim was 1) to understand the current situation of mathematics education in the upper primary school level, 2) to identify the problems that teachers and students encounter in mathematics education, and 3) to identify opportunities for deploying a social robot math tutor in primary education from the perspective of both the teachers and students. The results inform the development of social robots and opportunities for pedagogical methods used in math teaching, child-robot interaction and potential support for teachers in the classroom
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