We investigated the relationship between process quality in early childhood education and care (ECEC) and children’s socio-emotional development in a meta-analysis of longitudinal studies. Our multi-level meta-analysis of 31 publications reporting on 16 longitudinal studies (N = 17,913 children, age: 2.5–18 yrs) demonstrates that the process quality of ECEC is a small but significant predictor of children’s socio-emotional development over time (ES = 0.103, SE = 0.026, p < 0.001, 95% CI: 0.052–0.155). This longitudinal association extends to the age of 18 years in our sample. Process quality of ECEC is, thus, a significant and stable predictor of children’s socio-emotional development and well-being from toddlerhood to adolescence. The longitudinal relationship was moderated by the type of care (center-based vs. home-based) and the informant (parent, professional caregiver, external assessor, or self-report of the child). Implications for future ECEC research are discussed.
MULTIFILE
Longitudinal Business Process Management (BPM) studies are rare. BPM maturity and process performance can be used to quantify an organization's BPM evolution. This research aims to examine the growth of BPM maturity over time and its impact on process performance inside an organization in continuous transformation. Over a seven-year period, BPM maturity and process performance were measured annually at a Dutch university. During this time, the organization has undergone an organizational restructuring with a focus on process management and has temporarily switched completely to digital education propelled by the Covid-19 crisis. Based on a repeated cross-sectional study (N = 921), the results present key BPM maturity features that are critical during disruptive organizational transformations. Furthermore, we found that BPM maturity is positively related to process performance throughout organizational changes during the period of our research
LINK
OBJECTIVE: This work aims to gain insight into the long-term impact of depression course on social network size and perceived loneliness in older people living in the community. METHODS: Within a large representative sample of older people in the community (Longitudinal Aging Study Amsterdam (LASA)), participants with clinically relevant levels of depressive symptoms (scores >16 on the Center for Epidemiological Studies Depression Scale) were followed up over a period of 13 years of the LASA study (five waves). General estimating equations were used to estimate the impact of depression course on network size and loneliness and the interaction with gender and age. RESULTS: An unfavorable course of depression was found to be associated with smaller network sizes and higher levels of loneliness over time, especially in men and older participants. CONCLUSIONS: The findings of this study stress the importance of clinical attention to the negative consequences of chronicity in depressed older people. Clinicians should assess possible erosion of the social network over time and be aware of increased feelings of loneliness in this patient group.
DOCUMENT
Adolescenten brengen steeds meer vrije tijd door met het spelen van games en bevinden zich mede daardoor in een hybride leefwereld. Deze relatief nieuwe wereld brengt nieuwe uitdagingen mee rondom identiteitsontwikkeling en psychosociaal welzijn; voor gamende adolescenten zelf, maar ook hun (professionele) opvoeders. Wij onderzoeken de relatie tussen gamen, identiteitsontwikkeling en psychosociaal welzijn en de rol die (professionele) opvoeders hierin hebben.Doel Op dit moment ontbreekt kennis over de relatie tussen gamen, identiteitsontwikkeling en psychosociaal welzijn van adolescenten en is het onder andere lastig om handvatten voor (professionele) opvoeders te ontwikkelen. Handvatten kunnen helpen om beter aan te sluiten bij de leefwereld en behoeftes van gamende adolescenten. De resultaten van dit onderzoek kunnen bijdragen aan een positieve (sociale) identiteitsontwikkeling van gamende adolescenten in een hybride wereld. Resultaten Het promotieonderzoek gaat verschillende wetenschappelijke publicaties opleveren. We vertalen onze resultaten samen met professionals, opvoeders en adolescenten naar praktische handvatten voor (professionele) opvoeders. De betrokken praktijkpartners en opleidingen geven deze wetenschappelijk onderbouwde inzichten en handvatten een passende plaats in hun curricula en werkwijzen. Looptijd 01 september 2022 - 01 september 2026 Aanpak Dit promotieonderzoek heeft een praktijkgericht, mixed-methods design. Voor de kwantitatieve analyse maken we gebruik van longitudinale data van het Digital Youth project van Universiteit Utrecht. De kwalitatieve data wordt verzameld door symbolic netnography (een digitale variant van etnografisch onderzoek), interviews en participerende observaties met adolescenten en (professionele) opvoeders. In samenspraak met adolescenten en (professionele) opvoeders worden deze inzichten vertaald naar praktische handvatten.
Adolescenten brengen steeds meer vrije tijd door met het spelen van games en bevinden zich mede daardoor in een hybride leefwereld. Deze relatief nieuwe wereld brengt nieuwe uitdagingen mee rondom identiteitsontwikkeling en psychosociaal welzijn; voor gamende adolescenten zelf, maar ook hun (professionele) opvoeders. Wij onderzoeken de relatie tussen gamen, identiteitsontwikkeling en psychosociaal welzijn en de rol die (professionele) opvoeders hierin hebben.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.