The European Union is implementing policies to achieve its priorities of the European Green Deal; A Europe fit for the digital age; An economy that works for people; and A stronger Europe in the world. To achieve these goals, there is a need for a paradigm shift in the way public and private sector organisations, as well as civic society organisations (CSOs) ‘do their business’. In particular, current employees, from chief executive to operative, volunteers, and new entrants to these organisations need to be educated and equipped with the knowledge and mindset of being Corporate Social Entrepreneurs (CSE).EMBRACE (European Corporate Social Entrepreneurship (CSE)) is a three-year initiative funded within the framework of ERASMUS+, Knowledge Alliances programme. The project aims to promote CSE in HEI educational programmes and improve students’ competences, employability and attitudes contributing to the creation of new business opportunities dealing with social change inside companies as well as promoting collaboration among companies.This paper and presentation articulate the theory and methodology for establishing and Implementing the European CSE curriculum. Developing Corporate Social Entrepreneurship, entails identifying and developing a profile of Corporate Social Entrepreneurs, a competences framework and an European curriculum for CSE with the related competencies, skills and knowledge and a transversal learning pathway for HEIs.This curriculum is a vital catalyst resulting from a process of engaging a vast range of stakeholders and as a reflection of a society’s aspirations and vision for its future, involving a diversity of institutions and actors, and clearly focusing on the what, why and how of education. It is therefore crucial to ensure a wider policy dialogue around curriculum design and development, with the active inclusive involvement of an expanded range of actors beyond the traditional ones.The relatively new and undefined scope of CSE in HEI’s, industry and literature meant that there were few if any examples to help define what the contours of such curricula would look like. The fact that this curriculum is to serve the European HEI and enterprise arenas, meant that the European Frameworks and UNESCO materials were used as relevant sources of policy and knowledge to develop the EMBRACE CSE curriculum. There are numerous models and guidelines for curriculum development, each with its own merits. For the CSE methodology framework, two models and a set of guidelines were chosen because they are complementary and support the EMBRACE objectives: The Curriculum 4.0 guidelines and The Hanze UAS model for curriculum development. The combination of the two models led to the development and design of the EMBRACE model. As follows, the presentation/paper addresses the choices as to the design approach which are particularly relevant to all CSE curricula, as well as the definition of CSE competences and four CSE tracks (Novice, Intermediate, Professional and Expert).
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Engineering students have to learn to create robust solutions in professional contexts where new technologies emerge constantly and sometimes disrupt entire industries. The question rises if universities design curricula that enable engineering students to acquire these cognitive skills. The Cynefin Framework (Kurtz & Snowden, 2003; Snowden & Boone, 2007) can be used to typify four complexity contexts a system or organisation can be found in: chaos, complex, complicated and obvious.The Cynefin framework made it possible to create the research question for a case-study: To what extend does the Business Engineering curriculum enable bachelors to find business solutions in the complexity contexts of the Cynefin framework? The results show that 80% of the methods are suitable for complicated contexts and no distinction is made between contexts. This means students are taught to approach most contexts in the same way and are not made aware of differences between the contexts. Making sense of the methods in the curriculum with the Cynefin framework was insightful and suggestions for improvement and further research could be substantiated
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AIM: The aim of this study is to investigate the effect of a more 'community-oriented' baccalaureate nursing curriculum on students' intervention choice in community care.BACKGROUND: Following a healthcare shift with increased chronic diseases in an ageing patient population receiving care at home, nursing education is revising its curricula with new themes (e.g., self-management) on community care. Although it seems obvious that students incorporate these themes in their nursing care interventions, this is unclear. This study investigates the effect of a redesigned curriculum on students' care intervention choice in community nursing.DESIGN: A quasi-experimental quantitative study.METHODS: This study with an historic control group (n = 328; study cohorts graduating in 2016 and 2017; response rate 83 %) and an intervention group n = 152; graduating in 2018; response rate 80 %) was performed at a University of Applied Sciences in the Netherlands. The intervention group experienced a curriculum-redesign containing five new themes related to community care (e.g., enhancing self-management, collaboration with the patients' social network, shared decision making, using health technology and care allocation). The primary outcome 'intervention choice in community nursing' was assessed with a specially developed vignette instrument 'Assessment of Intervention choice in Community Nursing' (AICN). Through multiple regression analyses we investigated the effect of the curriculum-redesign on students' intervention choice (more 'traditional' interventions versus interventions related to the five new themes). The control and intervention groups were compared on the number of interventions per theme and on the number of students choosing a theme, with a chi-square or T-test.RESULTS: Students who studied under the more community-oriented curriculum chose interventions related to the new themes significantly more often, F(1461) = 14.827, p = <0.001, R2 = .031. However, more traditional interventions are still favourite (although less in the intervention group): 74.5 % of the chosen interventions in the historic control group had no relation with the new curriculum-themes, vs. 71.3 % in the intervention group; p = .055).CONCLUSIONS: Students who experienced a more 'community-oriented' curriculum were more likely, albeit to a limited extent, to choose the new community care themes in their caregiving. Seeing this shift in choices as a step in the right direction, it can be expected that the community care field in the longer term will benefit from these better skilled graduates.
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My research investigates the concept of permacomputing, a blend of the words permaculture and computing, as a potential field of convergence of technology, arts, environmental research and activism, and as a subject of future school curricula in art and design. This concept originated in online subcultures, and is currently restricted to creative coding communities. I study in what way permacomputing principles may be used to redefine how art and design education is taught. More generally, I want to research the potential of permacomputing as a critical, sustainable, and practical alternative to the way digital technology is being taught in art education, where students mostly rely on tools and techniques geared towards maximising productivity and mass consumption. This situation is at odds with goals for sustainable production and consumption. I want to research to what degree the concept of permacomputing can be broadened and applied to critically revised, sustainable ways of making computing part of art and design education and professional practice. This research will be embedded in the design curriculum of Willem de Kooning Academy, focused on redefining the role of artists and designers to contribute to future modes of sustainable organisation and production. It is aligned with Rotterdam University of Applied Sciences sectorplan masters VH, in particular managing and directing sustainable transitions. This research builds upon twenty years of experience in the creative industries. It is an attempt to generalise, consolidate, and structure methods and practices for sustainable art and design production experimented with while I was course director of a master programme at WdKA. Throughout the research I will be exchanging with peers and confirmed interested parties, a.o.: Het Nieuwe Instituut (NL), RUAS Creating 010 kenniscentrum (NL), Bergen Centre for Electronic Arts (NO), Mikrolabs (NO), Varia (NL), Media Arts department at RHU (UK), Media Studies at UvA (NL).
It is VHL’s mission to train high-quality, committed and innovative professionals who con-tribute to a more sustainable world , and who are able to organize and manage multi-stakeholder processes for sustainable change: graduates with transdisciplinary competences. Secondly, VHL aims to contribute to the SDG-agenda by linking its education and applied research to eight particular SDGs of which Resilient Communities is one. However, to operationalize SDGs in practice, and aligning targets and strategies of different stakeholders is difficult: ‘resilience’ and ‘sustainability’ refer to ‘wicked problems’ for which no definitive problem formulation, nor clear-cut solutions exist. Addressing wicked problems like ‘resilience’ and ‘sustainability’ requires transdisciplinary collaboration to manage and transform divergent values and conflicting interests, and to co-create sustainable innovations. This HBO postdoc views the 17 SDGs as a compass to align targets and strategies of citizens, government, civil society organizations, private sector and knowledge institutes who collaborate in Living Labs of VHL focusing on resilient communities/regions. Through spiraling action-reflection cycles, stakeholders will use the SDG compass to make success mechanisms, obstacles and trade-offs visible, assuming they stay engaged to overcome difficulties to improve interventions and innovations; this is expected to result in adapted sustainability practices and lessons learned on reaching community resilience. The postdoc’s aim is two-fold highlighting the link between research and education: (1) Design a methodology to integrate SDGs effectively in VHL’s applied research: using the SDGs as compass to improve performance and outcomes of transdisciplinary collaborations. (2) Develop a Roadmap for transdisciplinary education at course, curriculum, and institutional level with SDGs as compass. Future graduates require the competence to work together with others outside one own’s discipline, institute, culture or context. Living Labs offer a suitable learning environment to develop this competence
Postdoc research project Transformation through Interactive Narrative DesignMedia psychologist dr. Christian Roth's postdoc project Transformation through Interactive Narrative Design (TIND) is part of the Professorship Performative Creative Processes, the school Games & Interaction, and the Expertisecentrum Onderzoek, Innovatie en Internationalisering (OOI). Here, Christian interweaves education and practice-oriented research. He studies the artistic, pedagogical and academic perspectives regarding the power of transformation through applied Interactive Narrative Design (IND).Within the two-year postdoc research project TIND, Christian studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers, such as game and interaction designers, to enable them to create more effective artefacts.Why interactive narrative design?IND offers agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. As such, it carries the potential to create and emotional impact and spark transformative change. This enables interactors to explore different points of view and to feel the weight of their own choices and consequences. This, in turn, allows for a more thorough understanding of complex multi-stakeholder issues, which could have a significant impact on the success of emerging artistic, and learning applications.The TIND project will enable designers through an interdisciplinary approach, including applied game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.A good example for offering different perspectives on a complex topic is the narrative simulation Mission Zhobia: Winning the Peace, which is used for the training of peacekeepers. Or the news game, I am Mosul, which aims to raise awareness around the effects of war by bringing it close to home: choose your Dutch city and make choices on how to survive if the war was there. And the interactive story Adventures with Anxiety offers a new understanding by letting interactors play anxiety embodied within a wolf. IND is a complex and challenging interdisciplinary field in which design knowledge from other media can often not be directly transferred. As a new medium, it introduces new affordances in technique and user experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications.The planned output is a collection of design tools and methods for interdisciplinary workshops and courses, which can be integrated into different curricula at the HKU, thereby enhancing existing programs while enabling the refinement of training methods. Once completed, this postdoc project delivers a training method with multiple applications designed to harness the power of interactive storytelling for transformative personal and societal impact.ColloborationsThe research project is directly embedded in the curriculum of the HKU schoolGames & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry.More informationAre you interested to learn more about the postdoc research project Transformation through Interactive Narrative Design? Get in touch with Christian Roth: christian.roth@hku.nl