Background A healthy lifestyle is beneficial for everyone, including students and employees of universities of applied sciences (UAS). Although these groups experience high stress-levels and spent many hours sedentary, only few lifestyle interventions focus on these target groups that potentially could improve their well-being, and physical and mental health. Objective This study explores the lifestyle of students and employees at the Hague UAS using a narrative research method. The study aims to create personas, separate for students and employees, to inform future tailored lifestyle interventions. Methods Semi-structured interviews were conducted with 13 employees (26+ years old; 4 males, 9 females), and 12 students (18-35 years old; 4 males, 6 females, 2 identified as other). Via the storytelling technique[1], participants were asked to describe past situations on lifestyle-related decisions. Two researchers independently extracted stories from the interviews and linked a theme to each story. Analysis involved a cyclic process of constant comparison. The themes were grouped in main themes to create a story web. Thereafter, personas were created for both students and employees. Results Although we are in the midst of analyzing, preliminary distinction can be made between several groups of people. For example, one group tends to be underweight and struggles to maintain a healthy lifestyle. A second group deals with allergies, food intolerances, physical limitations or chronical illnesses. A third group incorporated health in their lifestyle. And a fourth group does not care, has other priorities or has insufficient knowledge about a healthy lifestyle. Conclusion Lifestyle is personal and, therefore, a one-size-fits-all approach for all students and employees is inadequate. In more detail, some people will benefit from social interventions, e.g. setting up a sports competition, others from physical interventions, e.g. nudging the stairs. Our next step is developing tailored lifestyle interventions in co-creation with students and employees.
Purpose: The aim of this study was to investigate the occupational well-being among employees with chronic diseases, and the buffering effect of four job resources, possibly offering targets to enhance occupational well-being.Method: This cross-sectional study (N = 1951) was carried out among employees in educational and (semi-)governmental organizations in the Netherlands. The dimensions of the survey were chronic diseases (i.e., physical, mental, or both physical and mental), occupational well-being (i.e., work ability, burnout complaints, and work engagement), and job resources (i.e., autonomy, social support by colleagues, supportive leadership style, and open and communicative culture). First, it was analyzed if chronic diseases were associated with occupational well-being. Second, it was analyzed if each of the four job resources would predict better occupational well-being. Third, possible moderation effects between the chronic disease groups and each job resource on occupational well-being were examined. Regression analyses were used, controlling for age.Results: Each chronic disease group was associated with a lower work ability. However, higher burnout complaints and a lower work engagement were only predicted by the group with mental chronic diseases and by the group with both physical and mental chronic disease(s). Furthermore, all four job resources predicted lower burnout complaints and higher work engagement, while higher work ability was only predicted by autonomy and a supportive leadership style. Some moderation effects were observed. Autonomy buffered the negative relationship between the chronic disease groups with mental conditions (with or without physical conditions) and work ability, and the positive relationship between the group with both physical and mental chronic disease(s) and burnout complaints. Furthermore, a supportive leadership style is of less benefit for occupational well-being among the employees with mental chronic diseases (with or without physical chronic diseases) compared to the group employees without chronic diseases. No buffering was demonstrated for social support of colleagues and an open and communicative organizational culture.Conclusion: Autonomy offers opportunities to reinforce occupational well-being among employees with mental chronic diseases. A supportive leadership style needs more investigation to clarify why this job resource is less beneficial for employees with mental chronic diseases than for the employees without chronic diseases.
Background: This follow-up study investigated the year-round effects of a four-week randomized controlled trial using different types of feedback on employees’ physical activity, including a need-supportive coach intervention. Methods: Participants (n=227) were randomly assigned to a Minimal Intervention Group (MIG; no feedback), a Pedometer Group (PG; feedback on daily steps only), a Display Group (DG; feedback on daily steps, on daily moderateto-vigorous physical activity [MVPA] and on total energy expenditure [EE]), or a Coaching Group (CoachG; same as DG with need supportive coaching). Daily physical activity level (PAL; Metabolic Equivalent of Task [MET]), number of daily steps, daily minutes of moderate to vigorous physical activity (MVPA), active daily EE (EE>3 METs) and total daily EE were measured at five time points: before the start of the 4-week intervention, one week after the intervention, and 3, 6, and 12 months after the intervention. Results: For minutes of MVPA, MIG showed higher mean change scores compared with the DG. For steps and daily minutes of MVPA, significantly lower mean change scores emerged for MIG compared with the PG. Participants of the CoachG showed significantly higher change scores in PAL, steps, minutes of MVPA, active EE, total EE compared with the MIG. As hypothesized, participants of the CoachG had significantly higher mean change scores in PAL and total EE compared with groups that only received feedback. However, no significant differences were found for steps, minutes of MVPA and active EE between CoachG and PG. Conclusions: Receiving additional need-supportive coaching resulted in a higher PAL and active EE compared with measurement (display) feedback only. These findings suggest to combine feedback on physical activity with personal coaching in order to facilitate long-term behavioral change. When it comes to increasing steps, minutes of MVPA or active EE, a pedometer constitutes a sufficient tool. Trial registration: Clinical Trails.gov NCT01432327. Date registered: 12 September 2011
The European creative visual industry is undergoing rapid technological development, demanding solid initiatives to maintain a competitive position in the marketplace. AVENUE, a pan-European network of Centres of Vocational Excellence, addresses this need through a collaboration of five independent significant ecosystems, each with a smart specialisation. AVENUE will conduct qualified industry-relevant research to assess, analyse, and conclude on the immediate need for professional training and educational development. The primary objective of AVENUE is to present opportunities for immediate professional and vocational training, while innovating teaching and learning methods in formal education, to empower students and professionals in content creation, entrepreneurship, and innovation, while supporting sustainability and healthy working environments. AVENUE will result in a systematised upgrade of workforce to address the demand for new skills arising from rapid technological development. Additionally, it will transform the formal education within the five participating VETs, making them able to transition from traditional artistic education to delivering skills, mindsets and technological competencies demanded by a commercial market. AVENUE facilitates mobility, networking and introduces a wide range of training formats that enable effective training within and across the five ecosystems. A significant portion of the online training is Open Access, allowing professionals from across Europe to upgrade their skills in various processes and disciplines. The result of AVENUE will be a deep-rooted partnership between five strong ecosystems, collaborating to elevate the European industry. More than 2000 professionals, employees, students, and young talents will benefit from relevant and immediate upgrading of competencies and skills, ensuring that the five European ecosystems remain at the forefront of innovation and competitiveness in the creative visual industry.
Nederland kent ongeveer 220.000 bedrijfsongevallen per jaar (met 60 mensen die overlijden). Vandaar dat elke werkgever verplicht is om bedrijfshulpverlening (BHV) te organiseren, waaronder BHV-trainingen. Desondanks brengt slechts een-derde van alle bedrijven de arbeidsrisico’s in kaart via een Risico-Inventarisatie & Evaluatie (RI&E) en blijft het aandeel werknemers met een arbeidsongeval hoog. Daarom wordt er continu geïnnoveerd om BHV-trainingen te optimaliseren, o.a. door middel van Virtual Reality (VR). VR is niet nieuw, maar is wel doorontwikkeld en betaalbaarder geworden. VR biedt de mogelijkheid om veilige realistische BHV-noodsimulaties te ontwikkelen waarbij de cursist het gevoel heeft daar echt te zijn. Ondanks de toename in VR-BHV-trainingen, is er weinig onderzoek gedaan naar het effect van VR in BHV-trainingen en zijn resultaten tegenstrijdig. Daarnaast zijn er nieuwe technologische ontwikkelingen die het mogelijk maken om kijkgedrag te meten in VR m.b.v. Eye-Tracking. Tijdens een BHV-training kan met Eye-Tracking gemeten worden hoe een instructie wordt opgevolgd, of cursisten worden afgeleid en belangrijke elementen (gevaar en oplossingen) waarnemen tijdens de simulatie. Echter, een BHV-training met VR en Eye-Tracking (interacties) bestaat niet. In dit project wordt een prototype ontwikkeld waarin Eye-Tracking wordt verwerkt in een 2021 ontwikkelde VR-BHV-training, waarin noodsituaties zoals een kantoorbrand worden gesimuleerd (de BHVR-toepassing). Door middel van een experiment zal het prototype getest worden om zo voor een deel de vraag te beantwoorden in hoeverre en op welke manier Eye-Tracking in VR een meerwaarde biedt voor (RI&E) BHV-trainingen. Dit project sluit daarmee aan op het missie-gedreven innovatiebeleid ‘De Veiligheidsprofessional’ en helpt het MKB dat vaak middelen en kennis ontbreekt voor onderzoek naar effectiviteit rondom innovatieve-technologieën in educatie/training. Het project levert onder meer een prototype op, een productie-rapport en onderzoeks-artikel, en staat open voor nieuwe deelnemers bij het schrijven van een grotere aanvraag rondom de toepassing en effect van VR en Eye-Tracking in BHV-trainingen.
The Netherlands has approximately 220,000 industrial accidents per year (with 60 people who die). That is why every employer is obliged to organize company emergency response (BHV), including emergency response training. Despite this, only one-third of all companies map out their occupational risks via a Risk Inventory & Evaluation (RI&E) and the share of employees with an occupational accident remains high. That is why there is continuous innovation to optimize emergency response training, for example by means of Virtual Reality (VR). VR is not new, but it has evolved and become more affordable. VR offers the possibility to develop safe realistic emergency response simulations where the student has the feeling that they are really there. Despite the increase in VR-BHV training, little research has been done on the effect of VR in ER training and results are contradictory. In addition, there are new technological developments that make it possible to measure viewing behavior in VR using Eye-Tracking. During an emergency response training, Eye-Tracking can be used to measure how an instruction is followed, whether students are distracted and observe important elements (danger and solutions) during the simulation. However, emergency response training with VR and Eye-Tracking (interactions) does not exist. In this project, a prototype is being developed in which Eye-Tracking is incorporated into a VR-BHV training that was developed in 2021, in which emergency situations such as an office fire are simulated (the BHVR application). The prototype will be tested by means of an experiment in order to partly answer the question to what extent and in what way Eye-Tracking in VR offers added value for (RI&E) emergency response training. This project is therefore in line with the mission-driven innovation policy 'The Safety Professional' and helps SMEs that often lack resources and knowledge for research into the effectiveness of innovative technologies in education/training. The project will include a prototype, a production report and research article, and is open to new participants when writing a larger application about the application and effect of VR and Eye-Tracking in emergency response training.