The impact of organized youth sport on youth development depends on various conditions in the pedagogical climate, such as how sport is delivered by youth sport coaches. While this is broadly acknowledged and provides a basis to improve youth sport and its developmental outcomes, little is known about the pedagogical perspectives of youth coaches on their practice. This study uses semi-structured interviews with 32 youth sport coaches in diverse youth sport contexts in the Netherlands. Reflexive data analysis is employed to garner insights into coaches’ role perceptions, coaching goals, and underlying values. The findings show that while youth coaches focus on sport-centered activities, many foreground non-sport dimensions such as life mentoring and working towards social inclusion as critical elements of their work, reflected in five pedagogically-oriented goals: discipline, autonomy, resilience, social abilities, and aspirations. Underlying these goals are pedagogical values such as building and maintaining caring relationships with participants. These goals and values echo scientific literature on pedagogical sport climate conditions (e.g. positive youth development), and challenge notions of youth sport as a performance-oriented and uncaring setting. The results contribute to existing knowledge about youth coaches’ pedagogical orientations, and inform the development of strategies to stimulate positive sport practices and developmental outcomes for participants.
Om actief te kunnen deelnemen aan de samenleving, moet iemand toegang hebben tot financiële diensten. Onze samenleving wordt steeds meer divers, mobiliteit en sociale media beiden nieuwe kansen voor ondernemende mensen. Ondernemers zijn niet meer plaats gebonden en kennen geen grenzen als zij markten verkennen. Werk en ondernemen worden steeds meer in combinatie opgepakt. Oude vormen ondernemen en werken verdwijnen snel. Deze hybride vormen van ondernemen vragen om een kijk op financiële ondersteuning. Banken die daar niet op inspelen zullen zien dat mensen zelf het heft in handen nemen. Crowdfunding, P2P platforms, en informele spaar – een leen groepen komen snel op als reactie daarop. Mensen willen weer zeggenschap en controle hebben over hun geld. In het buitenland is gebleken dat microfinanciering een goed instrument is om mensen die buitengesloten zijn, weer bij de maatschappij te betrekken ( Financial Inclusion). Microfinanciering leert anders te denken over geld en ondernemend handelen. Microkredieten bewijzen dat je waarde kunt genereren door maatschappelijk verantwoord handelen en de relatie tussen mensen en organisaties weer centraal te stellen. Ondernemende mensen, die worden ondersteund door microfinanciering, blijken vaker voor nieuwe (meng)vormen van ondernemen te kiezen, waarbij het sociale of maatschappelijk belang ook een belangrijke rol speelt ( New Entrepreneurship). Nederland en andere Europese landen kunnen veel leren van de ontwikkelingen die door microfinanciering in ontwikkelingslanden zijn ingezet. Door terugkoppeling (Reversed Transfer of Knowledge South – North) kan deze kennis bijdragen aan de totstandkoming van meer klantgerichte financiële diensten voor ondernemende mensen, ongeacht hun nationaliteit of sociaal-economische status.
Aim: There is often a gap between the ideal of involving older persons iteratively throughout the design process of digital technology, and actual practice. Until now, the lens of ageism has not been applied to address this gap. The goals of this study were: to voice the perspectives and experiences of older persons who participated in co-designing regarding the design process; their perceived role in co-designing and intergenerational interaction with the designers; and apparent manifestations of ageism that potentially influence the design of digital technology. Methods: Twenty-one older persons participated in three focus groups. Five themes were identified using thematic analysis which combined a critical ageism ‘lens’ deductive approach and an inductive approach. Results: Ageism was experienced by participants in their daily lives and interactions with the designers during the design process. Negative images of ageing were pointed out as a potential influencing factor on design decisions. Nevertheless, positive experiences of inclusive design pointed out the importance of “partnership” in the design process. Participants defined the “ultimate partnership” in co-designing as processes in which they were involved from the beginning, iteratively, in a participatory approach. Such processes were perceived as leading to successful design outcomes, which they would like to use, and reduced intergenerational tension. Conclusions: This study highlights the potential role of ageism as a detrimental factor in how digital technologies are designed. Viewing older persons as partners in co-designing and aspiring to more inclusive design processes may promote designing technologies that are needed, wanted and used.
Digital innovations in the field of immersive Augmented Reality (AR) can be a solution to offer adults who are mentally, physically or financially unable to attend sporting events such as premier league football a stadium and match experience. This allows them to continue to connect with their social networks. In the intended project, AR content will be further developed with the aim of evoking the stadium experience of home matches as much as possible. The extent to which AR enriches the experience is then tested in an experiment, in which the experience of a football match with and without AR enrichment is measured in a stadium setting and in a home setting. The experience is measured with physiological signals. In addition, a subjective experience measure is also being developed and benchmarked (the experience impact score). Societal issueInclusion and health: The joint experience of (top) sports competitions forms a platform for vulnerable adults, with a limited social capital, to build up and maintain the social networks that are so necessary for them. AR to fight against social isolation and loneliness.
The project aims to improve palliative care in China through the competence development of Chinese teachers, professionals, and students focusing on the horizontal priority of digital transformation.Palliative care (PC) has been recognised as a public health priority, and during recent years, has seen advances in several aspects. However, severe inequities in the access and availability of PC worldwide remain. Annually, approximately 56.8 million people need palliative care, where 25.7% of the care focuses on the last year of person’s life (Connor, 2020).China has set aims for reaching the health care standards of the developed countries by 2030 through the Healthy China Strategy 2030, where one of the improvement areas in health care includes palliative care, thus continuing the previous efforts.The project provides a constructive, holistic, and innovative set of actions aimed at resulting in lasting outcomes and continued development of palliative care education and services. Raising the awareness of all stakeholders on palliative care, including the public, is highly relevant and needed. Evidence based practice guidelines and education are urgently required for both general and specialised palliative care levels, to increase the competencies for health educators, professionals, and students. This is to improve the availability and quality of person-centered palliative care in China. Considering the aging population, increase in various chronic illnesses, the challenging care environment, and the moderate health care resources, competence development and the utilisation of digitalisation in palliative care are paramount in supporting the transition of experts into the palliative care practice environment.General objective of the project is to enhance the competences in palliative care in China through education and training to improve the quality of life for citizens. Project develops the competences of current and future health care professionals in China to transform the palliative care theory and practice to impact the target groups and the society in the long-term. As recognised by the European Association for Palliative Care (EAPC), palliative care competences need to be developed in collaboration. This includes shared willingness to learn from each other to improve the sought outcomes in palliative care (EAPC 2019). Since all individuals have a right to health care, project develops person-centered and culturally sensitive practices taking into consideration ethics and social norms. As concepts around palliative care can focus on physical, psychological, social, or spiritual related illnesses (WHO 2020), project develops innovative pedagogy focusing on evidence-based practice, communication, and competence development utilising digital methods and tools. Concepts of reflection, values and views are in the forefront to improve palliative care for the future. Important aspects in project development include health promotion, digital competences and digital health literacy skills of professionals, patients, and their caregivers. Project objective is tied to the principles of the European Commission’s (EU) Digital Decade that stresses the importance of placing people and their rights in the forefront of the digital transformation, while enhancing solidarity, inclusion, freedom of choice and participation. In addition, concepts of safety, security, empowerment, and the promotion of sustainable actions are valued. (European Commission: Digital targets for 2030).Through the existing collaboration, strategic focus areas of the partners, and the principles of the call, the PalcNet project consortium was formed by the following partners: JAMK University of Applied Sciences (JAMK ), Ramon Llull University (URL), Hanze University of Applied Sciences (HUAS), Beijing Union Medical College Hospital (PUMCH), Guangzhou Health Science College (GHSC), Beihua University (BHU), and Harbin Medical University (HMU). As project develops new knowledge, innovations and practice through capacity building, finalisation of the consortium considered partners development strategy regarding health care, (especially palliative care), ability to create long-term impact, including the focus on enhancing higher education according to the horizontal priority. In addition, partners’ expertise and geographical location was also considered important to facilitate long-term impact of the results.Primary target groups of the project include partner country’s (China) staff members, teachers, researchers, health care professionals and bachelor level students engaging in project implementation. Secondary target groups include those groups who will use the outputs and results and continue in further development in palliative care upon the lifetime of the project.
Inclusief User Experience (UX)-ontwerpen is het creëren van digitale diensten die toegankelijk zijn voor zoveel mogelijk mensen, ongeacht hun fysieke of mentale beperkingen, gezondheidsproblemen, leeftijd, achtergrond of gebruikscontext. Niet alleen is er de afgelopen jaren steeds meer aandacht voor digitale inclusie en toegankelijkheid, er komen ook nieuwe wetten die de digitale inclusie en toegankelijkheid verplicht stellen. Toch zijn digitale inclusie en toegankelijkheid vaak slechts een bijzaak in het ontwerpproces. Meestal wordt een digitale dienst in eerste instantie ontworpen en ontwikkeld voor een gemiddelde gebruiker en pas daarna uitgebreid met toegankelijkheidsfuncties voor andere gebruikersgroepen. Er zijn veel normen, richtlijnen en methoden voor toegankelijk en inclusief ontwerpen, maar vereisen vaak tijdrovend gebruikers- en contextonderzoek, specialistische kennis en veranderingen in de ontwerpprocesorganisatie. UX-ontwerpbureaus en UX-ontwerpopleidingen ontberen beproefde best-practices om een inclusief ontwerp van digitale diensten te kunnen garanderen. Daardoor kunnen ze te weinig inspelen op maatschappelijke behoeften en zijn ze niet voldoende voorbereid op de aanstaande wetgeving. Met het voorgestelde onderzoek willen we een beter begrip ontwikkelen van factoren die de ontwerpers en ontwerpprocessen belemmeren bij het creëren van toegankelijke en inclusieve UX-ontwerpen. Daarmee willen we ook de basis leggen voor verder praktisch onderzoek naar welke combinaties van tools, methoden en ontwerpbenaderingen het beste werken voor het bereiken van inclusieve ontwerpresultaten in alledaagse ontwerppraktijkomstandigheden. Het project is opgedeeld in drie fasen. Het eerste deel van het project is een verkennend onderzoek binnen UX-ontwerponderwijs. De tweede fase omvat onderzoek naar processen van betrokken UX-ontwerpbureaus en vergelijking van procesobstakels in ontwerponderwijs en professionele ontwerpprocessen. In de derde fase worden de resultaten van fase één en twee vertaald naar richtlijnen, tool- en methode-ideeën en gezamenlijke vervolgonderzoeksagenda. De resultaten worden uiteindelijk ook benut voor verbetering en actualisatie van de curricula van digitale (ontwerp)opleidingen, zoals Communication and Multimedia Design (CMD), teneinde meer inclusieve ontwerpers op te leiden.