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The challenges we collectively face, such as climate change, are characterized by more complexity, interdependence, and dynamism than is common for educational practice. This presents a challenge for (university) education. These transition challenges are often described as wicked or VUCA (Volatile, Uncertain, Complex, and Ambiguous) problems. In response, educational innovations that are inspired by ecology such as living labs are starting to emerge, but little is known about how learners engage within and with these more ecological forms of education. This work is an exploratory study into how learners navigate VUCA learning environments linked to tackling sustainability transition challenges, with a focus on the positive qualities of these experiences. This is done through interpretative phenomenological analysis (IPA) of seven students (using semi-structured interviews) of the MSC Metropolitan Analysis, Design and Engineering program, a joint degree from Wageningen University and Delft University of Technology in the Netherlands. The main findings, which are both psychological and educational, of this exploration include openness to new experiences (1), flexibility (2), a process appreciation of learning (3), a desire to create a positive impact on one’s direct biophysical environment (4) and society (5). In addition, we discuss the potential limitations of the malleability of these different qualities and propose future avenues for research into ecological learning for universities. This work closes by highlighting recommendations for educators to consider when designing or engaging in ecological forms of higher education that connect students to sustainability transitions.
Zowel bij ondernemers als onder kunstenaars zien we steeds meer initiatieven gericht op de ontwikkeling van een ‘volhoudbare’ economie. Partijen uit deze domeinen zoeken manieren om een generatieve economie te bewerkstelligen die – anders dan een extractieve economie (‘de economie van het leegtrekken’) – sociaal rechtvaardig en ecologisch duurzaam wil zijn. Omdat kunstenaars en ondernemers in hun zoektocht naar innovaties-met-impact verschillende kwaliteiten inbrengen, wordt veel verwacht van samenwerking tussen de twee sectoren. In de praktijk echter is synergie eerder regel dan uitzondering. De grote verschillen tussen de twee ‘innovatiesferen’ leiden vooralsnog tot meer gedoe dan complementariteit. In het vraagarticulatietraject dat ten grondslag ligt aan SUSTAIN kwam naar voren dat hier een belangrijke rol is weggelegd voor zogeheten innovatiebrokers: derde partijen die werelden van ondernemerschap en kunst op duurzame wijze met elkaar weten te verbinden. In SUSTAIN willen we de body of knowledge en het handelingsinstrumentarium van deze innovatiebrokers verrijken. Door met praktijkgericht onderzoek juist in deze beroepsgroep te investeren, hopen we een hefboomeffect richting de volhoudbare economie te creëren: we dragen bij aan de effectiviteit van de samenwerking tussen de innovatiesferen kunst en ondernemerschap. Onze hoofdvraag luidt: Wat kunnen innovatiebrokers op het snijvlak van kunst en ondernemen in de verschillende fases van het innovatietraject leren en doen om de synergie van de samenwerking tussen ondernemers en kunstenaars te vergroten en zo een duurzame bijdrage te leveren aan de transitie richting een volhoudbare economie? Gedurende het onderzoek ontwikkelen we een gefundeerd Brokers Kenniscanvas dat beschrijft welke vraagstukken zich aandienen in samenwerkingsverbanden tussen kunstenaars en ondernemers en hoe de innovatiebrokers die vraagstukken hanteerbaar en productief kunnen maken. We richten ons welbewust op het ‘gedoe’ in de samenwerking en ontwikkelen vóór en mét de innovatiebrokers kennis over hoe vandaaruit synergie te realiseren.
The scientific challenge is about unraveling the secret of Brazilian and Dutch soccer by capturing successful elements of game play of both countries,, combining expertise from data science, computer science and sport science. Suggested features from literature, as well as several novel ones, will be considered and filtered on how they capture success in soccer. A manageable set of features will then be obtained from various available Dutch datasets (focusing on successful play). Subsequently, the same features will be used to compare playing styles between both countries. Features of game play will be approached from two different angles. The first angle (spearheaded by the Brazilian computer science partner) concerns features that capture the dynamics of game play and characterize aspects of formation on the pitch. The second angle (lead by the Dutch data science partner) will focus on how an attack is built up, and how key events (shots on goal, transitions from defenders to midfielders, etc.) can help to characterize this. For the comparison between countries data will be collected in four different age categories in Brazil and the Netherlands during official games, in order to compare (the development of) game play between both countries. Data will be collected by means of the Local Position Measurement System, for reasons of accuracy and consistency. The applied science part of this proposal is focusing on bridging the gap between fundamental science and soccer practice, i.e. coaches, trainers, clubs and federations. The outcomes of the fundamental part will be implemented in a coach-cockpit, a software application which trainers and coaches can use to (1) decide upon their strategy before a game, (2) analyze player- and team behaviour during a game enabling to adjust the strategy accordingly, and (3) choose and/or design training forms to improve player- and team behaviour.
The scientific challenge is about unraveling the secret of Brazilian and Dutch soccer by capturing successful elements of game play of both countries,, combining expertise from data science, computer science and sport science. Suggested features from literature, as well as several novel ones, will be considered and filtered on how they capture success in soccer. A manageable set of features will then be obtained from various available Dutch datasets (focusing on successful play). Subsequently, the same features will be used to compare playing styles between both countries. Features of game play will be approached from two different angles. The first angle (spearheaded by the Brazilian computer science partner) concerns features that capture the dynamics of game play and characterize aspects of formation on the pitch. The second angle (lead by the Dutch data science partner) will focus on how an attack is built up, and how key events (shots on goal, transitions from defenders to midfielders, etc.) can help to characterize this. For the comparison between countries data will be collected in four different age categories in Brazil and the Netherlands during official games, in order to compare (the development of) game play between both countries. Data will be collected by means of the Local Position Measurement System, for reasons of accuracy and consistency. The applied science part of this proposal is focusing on bridging the gap between fundamental science and soccer practice, i.e. coaches, trainers, clubs and federations. The outcomes of the fundamental part will be implemented in a coach-cockpit, a software application which trainers and coaches can use to (1) decide upon their strategy before a game, (2) analyze player- and team behaviour during a game enabling to adjust the strategy accordingly, and (3) choose and/or design training forms to improve player- and team behaviour.