Liveblogs are very popular with the public and journalists alike. The problem, though, is their credibility, given the uncertainty of the covered events and the immediacy of their production. Little is known about how journalists routinize the unexpected—to paraphrase Tuchman—when journalists report about an event that is still unfolding. This paper is about makers of liveblogs, livebloggers, so to speak, and the routines and conventions they follow. To better understand the relationship between those who do the “liveblogging” and how the “liveblogging” is done, we interviewed a selection of nine experienced livebloggers who cover breaking news, sports, and politics for the three most-visited news platforms in the Netherlands. Based on our results, we concluded that journalists working at different platforms follow similar routines and conventions for claiming, acquiring, and justifying knowledge. Journalists covering news in liveblogs must have expert knowledge, as well as technical and organizational skills. Liveblogging—in contrast to regular, online reporting—is best summarized as a social process instead of an autonomous production. These findings are important for three reasons: first, to understand how journalists cope with uncertainty covering events under immediate circumstances using liveblogs; second, to understand the workings of this popular format; and third, to contribute to literature about journalistic genres, discourse communities and, more specifically, generic requirements of liveblogs for effects of credibility to take place.
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This paper investigates strategies to generate levels for action-adventure games. For this genre, level design is more critical than for rule-driven genres such as simulation or rogue-like role-playing games, for which procedural level generation has been successful in the past. The approach outlined by this article distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for each individual step in the process. Notably, the approach acknowledges that the online generation of levels needs to be tailored strictly to the actual experience of a player. Therefore, the approach incorporates techniques to establish and exploit player models in actual play.
Introduction: Given the complexity of teaching clinical reasoning to (future) healthcare professionals, the utilization of serious games has become popular for supporting clinical reasoning education. This scoping review outlines games designed to support teaching clinical reasoning in health professions education, with a specific emphasis on their alignment with the 8-step clinical reasoning cycle and the reflective practice framework, fundamental for effective learning. Methods: A scoping review using systematic searches across seven databases (PubMed, CINAHL, ERIC, PsycINFO, Scopus, Web of Science, and Embase) was conducted. Game characteristics, technical requirements, and incorporation of clinical reasoning cycle steps were analyzed. Additional game information was obtained from the authors. Results: Nineteen unique games emerged, primarily simulation and escape room genres. Most games incorporated the following clinical reasoning steps: patient consideration (step 1), cue collection (step 2), intervention (step 6), and outcome evaluation (step 7). Processing information (step 3) and understanding the patient’s problem (step 4) were less prevalent, while goal setting (step 5) and reflection (step 8) were least integrated. Conclusion: All serious games reviewed show potential for improving clinical reasoning skills, but thoughtful alignment with learning objectives and contextual factors is vital. While this study aids health professions educators in understanding how games may support teaching of clinical reasoning, further research is needed to optimize their effective use in education. Notably, most games lack explicit incorporation of all clinical reasoning cycle steps, especially reflection, limiting its role in reflective practice. Hence, we recommend prioritizing a systematic clinical reasoning model with explicit reflective steps when using serious games for teaching clinical reasoning.
Due to their diverse funding sources, theatres are under increasing pressure to demonstrate impact on society. The Raad voor Cultuur (2023) for example advised the secretary of state to include societal impact as an additional evaluation measure next to artistic value. Many theaters, such as the Chassé Theater and Parkstad Limburg Theaters, have reformulated their missions to focus on impact of performances on visitors. This is a profound transformation from merely selling tickets and filling seats, and requires new measurement instruments to monitor, manage, and improve impact. Currently available instruments are insufficient, and effective monitoring is crucial to larger future projects that theaters are currently planning to systematically broaden impacts of performances on their communities. The specific goal of this project is to empower theaters to monitor and improve impact by developing a brief experience impact questionnaire, taking existing data from student projects conducted at the Chassé Theater about performing arts experiences on one hand, and experience impact theory innovations on the other, as starting points. We will develop potential items to measure and benchmark against established measures of valued societal outcomes, such as subjective well-being and quality of life. These will be measured in questionnaires developed with project partners Chassé Theater and Parkstad Limburg Theaters and administered before and after performances across a wide range of genres. The resulting data will enable comparison of new questionnaire items with benchmarked measures of valued societal outcomes. The final product of the project will be a brief impact questionnaire, which within several brief self-report instruments and just a few minutes can effectively be used to quantify the impact of a performing arts experience. A workshop and practice-oriented article will make this questionnaire implementable, thereby mobilizing the key enabling methodology of monitoring and impact measurement in the performing arts sector.
Due to their diverse funding sources, theatres are under increasing pressure to demonstrate impact on society. The Raad voor Cultuur (2023) for example advised the secretary of state to include societal impact as an additional evaluation measure next to artistic value. Many theaters, such as the Chassé Theater and Parkstad Limburg Theaters, have reformulated their missions to focus on impact of performances on visitors. This is a profound transformation from merely selling tickets and filling seats, and requires new measurement instruments to monitor, manage, and improve impact. Currently available instruments are insufficient, and effective monitoring is crucial to larger future projects that theaters are currently planning to systematically broaden impacts of performances on their communities.The specific goal of this project is to empower theaters to monitor and improve impact by developing a brief experience impact questionnaire, taking existing data from student projects conducted at the Chassé Theater about performing arts experiences on one hand, and experience impact theory innovations on the other, as starting points. We will develop potential items to measure and benchmark against established measures of valued societal outcomes, such as subjective well-being and quality of life. These will be measured in questionnaires developed with project partners Chassé Theater and Parkstad Limburg Theaters and administered before and after performances across a wide range of genres. The resulting data will enable comparison of new questionnaire items with benchmarked measures of valued societal outcomes. The final product of the project will be a brief impact questionnaire, which within several brief self-report instruments and just a few minutes can effectively be used to quantify the impact of a performing arts experience. A workshop and practice-oriented article will make this questionnaire implementable, thereby mobilizing the key enabling methodology of monitoring and impact measurement in the performing arts sector.Societal issueThe specific goal of this project is to empower theaters to monitor and improve impact by developing a brief experience impact questionnaire, taking existing data about performing arts experiences on one hand, and experience impact theory innovations on the other, as starting points. Benefit to societyWe will develop potential items to measure and benchmark against established measures of valued societal outcomes, such as subjective well-being and quality of life. Collaborative partnersChassé Theater N.V., Parkstad Limburg Theaters N.V.
Er wordt in de media steeds meer gecommuniceerd over toekomstige behandelingen voor chronische ziektes. Patiënten waarbij huidige behandelingen niet effectief genoeg zijn, worden hier ook aan blootgesteld. Welk effect heeft dit op ze?Doel Het doel van het onderzoek is tweeledig: Wetenschappelijk inzicht krijgen in hoe stemming en gedrag van chronisch zieken afhangen van nieuwsberichten over behandelingen. Praktische handvatten creëren voor de communicatie van nieuwe behandelingen in groepen chronisch zieken. Resultaten Dit onderzoek loopt nog. Na afronding vind je hier een samenvatting van de resultaten. Looptijd 01 november 2015 - 01 augustus 2020 Aanpak We kijken naar de kwalitatieve en kwantitatieve eigenschappen van berichten in media over toekomstige behandelingen. We richten ons hierbij op Diabetes Mellitus type 1 en 2 en de Ziekte van Parkinson omdat over deze ziektes veel gecommuniceerd wordt en de doelgroep relatief toegankelijk en mondig is. We kijken naar (nieuws)berichten in kranten, fora en magazines en onderzoeken de volgende vraagstellingen: Welke trends zijn zichtbaar over aantallen, bronnen en journalistieke genres? In welke fase van onderzoek zitten de besproken therapieën? In hoeverre wordt er overdreven in deze berichten? Welke berichten zorgen voor een snelle verspreiding van informatie, ofwel geruchten? Welke eigenschappen van berichten leiden tot effecten op kennis, emotie en gedrag van de patiënt?