In 2015 and 2016, Saxion University of Applied Sciences organized the 2nd and 3rd edition of the Regional Innovation and Entrepreneurship Conference (RIEC).The Building challenge is a new education model in which students work in mixed international teams on a real assignment, in order to use the different approaches of architecture and construction in different cultures to come up with new creative ideas for renovation of the built environment.
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Challenge-Based Learning als kans voor een leven Leven Lang Ontwikkelen voor professionals Y. Baggen M. Rens J. Coenen
Closed loop or ‘circular’ production systems known as Circular Economy and Cradle to Cradle represent a unique opportunity to radically revise the currently wasteful system of production. One of the challenges of such systems is that circular products need to be both produced locally with minimum environmental footprint and simultaneously satisfy demand of global consumers. This article presents a literature review that describes the application of circular methodologies to education for sustainability, which has been slow to adopt circular systems to the curriculum. This article discusses how Bachelor and Master-level students apply their understanding of these frameworks to corporate case studies. Two assignment-related case studies are summarized, both of which analyze products that claim to be 'circular'. The students' research shows that the first case, which describes the impact of a hybrid material soda bottle, does not meet circularity criteria. The second case study, which describes products and applications of a mushroom-based material, is more sustainable. However, the students' research shows that the manufacturers have omitted transport from the environmental impact assessment and therefore the mushroom materials may not be as sustainable as the manufacturers claim. As these particular examples showed students how green advertising can be misleading, applying “ideal” circularity principles as part of experiential learning could strengthen the curriculum. Additionally, this article recommends that sustainable business curriculum should also focus on de-growth and steady-state economy, with these radical alternatives to production becoming a central focus of education of responsible citizens. https://doi.org/10.1016/j.jclepro.2019.02.005 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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Adaptieve expertise en flexibiliteit zijn belangrijke competenties. Professionals zullen moeten meebewegen met veranderende werkomstandigheden en in staat zijn om die veranderingen vorm te geven. Dit (ontwerp)onderzoek vindt plaats in innovatieve leerwerkomgevingen in bachelor- en masteropleidingen en beschrijft en verklaart de werking van deze innovaties m.b.t. de ontwikkeling van adaptieve expertise.Doel Adaptatwork wil inzicht geven in werkzame mechanismes in en praktische tools ontwerpen voor de ontwikkeling van adaptieve expertise tijdens werkplekleren. Resultaten Wetenschappelijke kennis over de ontwikkeling van adaptieve expertise in hoger onderwijs Praktijkkennis en expertise voor het hoger onderwijs Toepasbare producten voor docenten en stakeholders Looptijd 01 juli 2020 - 31 december 2023 Aanpak Reviews naar adaptieve expertise en mechanismes die dat bevorderen, casestudies, meta-analyse en valorisatie. Wonen 3.0 Het project Wonen 3.0 dient als casus voor dit onderzoek. In deze leerwerkomgeving wordt praktisch onderzoek uitgevoerd op de vraagstukken van de maatschappij rondom het thema wonen in de setting van een modern leerwerkbedrijf. Bedrijven en instellingen, onderzoekers en studenten (als young professionals) ontwikkelen hierin samen nieuwe inzichten en werkende oplossingen. Het onderwijs is gebaseerd op challenge-based learning.
The pace of technology advancements continues to accelerate, and impacts the nature of systems solutions along with significant effects on involved stakeholders and society. Design and engineering practices with tools and perspectives, need therefore to evolve in accordance to the developments that complex, sociotechnical innovation challenges pose. There is a need for engineers and designers that can utilize fitting methods and tools to fulfill the role of a changemaker. Recognized successful practices include interdisciplinary methods that allow for effective and better contextualized participatory design approaches. However, preliminary research identified challenges in understanding what makes a specific method effective and successfully contextualized in practice, and what key competences are needed for involved designers and engineers to understand and adopt these interdisciplinary methods. In this proposal, case study research is proposed with practitioners to gain insight into what are the key enabling factors for effective interdisciplinary participatory design methods and tools in the specific context of sociotechnical innovation. The involved companies are operating at the intersection between design, technology and societal impact, employing experts who can be considered changemakers, since they are in the lead of creative processes that bring together diverse groups of stakeholders in the process of sociotechnical innovation. A methodology will be developed to capture best practices and understand what makes the deployed methods effective. This methodology and a set of design guidelines for effective interdisciplinary participatory design will be delivered. In turn this will serve as a starting point for a larger design science research project, in which an educational toolkit for effective participatory design for socio-technical innovation will be designed.
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.