Studies have suggested that positive emotions may occur in mature adult tourists' experiences, but the processes linking participants' social contexts and positive emotions are unknown. The study used an interpretive ethnographic approach with participant observation and conversations with key informants to document positive emotions in two mature adult tourism experiences, an educational tour of a Civil War battlefield and a model airplane contest. Interpretive thematic analysis revealed amusement from humor, warmth of friendship, interest in activities, and sublime reactions to loss. These processes explain how participants' social contexts produced positive emotions, and why particular emotions occurred. Furthermore, findings show the importance of positive emotions to building a sense of community among participants, fostering regular repeat participation.
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There is ample evidence to suggest that positive emotions lead to valuable life outcomes. This study examines daily positive emotion development before, during, and after a leisure travel experience. The study measured positive emotions on a daily basis in 25 mature adult participants before, during, and after two leisure travel experiences. Consistent with the "peak" model in previous research, positive emotions overall-and joy and interest in particular-increased before leisure travel, were elevated during travel, and declined afterward. Implications for practice include managing positive emotions before and after leisure travel. Future research should consider positive emotions in other populations and other leisure experiences.
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We are well into the 21st century now and the urgency for lifelong learning is growing especially regarding numeracy. There are major societal and policy pressures on education to prepare citizens for a complex and technologized society, in literature referred to as “21st century skills” (Voogt & ParejaRoblin, 2012), “global competences” (OECD, 2016a) or “the 4th industrial revolution” (Schwab, 2016). International research has demonstrated the economic and social value of literacy and numeracy knowledge and skills (Hanushek and Wöbmann, 2012; Grotlüschen, et al. 2016). With respect to numeracy (and/or mathematics) education, we explore the implications of these pressures to the mathematical demands at individuals living and working in modern life, and what is expected from numeracy education as society moves further into the 21st century. New means of communication and types of services have changed the way individuals interact with governments, institutions, services and each other, and social and economic transformations have in turn, changed the nature of the demand for skills as well.
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One of the core elements of the Programme for the International Assessment of Adult Competencies (PIAAC) is a survey of adult skills. The survey measures adults’ proficiency in literacy, numeracy, and problem solving in technology-rich environments. Furthermore, the survey gathers data on how adults use their skills at home, at work and in the wider community. The second cycle of PIAAC will take place in 2021 and 2022. Preparations have started by the Numeracy Expert Group in reviewing the numeracy framework used in the first cycle and designing items which will be used to measure the numerate capabilities and numerate behavior of adults.
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With the beautiful new building of Aeres University of Applied Sciences Almere in the Floriade park, we have materialized our wish to lead the way in the green transition and its challenges. We want to be green changemakers and have the ambition to take on the challenges that we are faced with in agriculture, food and healthy living environments. We bring this about with our study programmes and increasingly with our Practice-Based Research Team. In 10 years’ time, this team has grown from our first professorship into a mature team of 20 people, of whom 7 are research professors.In this edition, three of our new professors will be introduced to you.
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In dit proefschrift worden de resultaten beschreven van een studie die online wijkplatformen voor thuiswonende ouderen evalueert die werden ontwikkeld op basis van wensen en behoeften van eindgebruikers. Middels deze online wijkplatformen worden ouderen gestimuleerd om maatschappelijk te participeren en wordt gepoogd om in wijken vraag en aanbod van inwoners bij elkaar te brengen. Via deze online platformen kunnen wijkbewoners, zo ook thuiswonende ouderen, verschillende applicaties raadplegen.
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Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.
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The aim of this report is to give an overview of current state of the art in the occurrence and policies regarding affordable age-friendly and eco-friendly solutions in the partner countries. The report consists of the findings from the literature review, the comparative analysis and the reporting of good practices. It aims for the consortium as a whole to gain an understanding of the state of the art and on affordable age and eco-friendly solutions in partner countries and particularly the home and community fields, and to present that knowledge in the form of a written report. The literature review, the analysis of barriers and facilitators, and the survey on existing or even planning good practices in the project countries, will help the partners to build and update a strong knowledge base in these fields. To be closer to the practical issues that define the adaptability of eco and age-friendly solutions in community, the consortium decided to use mostly grey literature and websites for tools and advice, such as governmental pages. Common grey literature publication types include reports (annual, research, technical, project, etc.), working papers, government documents, white papers and evaluations, which will help all partners to reach conclusions around the common field between age and eco-friendly developments. Barriers and facilitators found in each project country will be used for stipulating the right consequence of actions needed, to propose a sound methodology that could – in combination with other actions and stakeholders – promote the implementation of age and eco-friendly principles into the public and private sphere of care for older people. Finally, the selection of good representative practices by each project country can be the basis for a report, and a publication, that depicts the level of maturity and progress of the notions of age-friendliness and eco-friendliness, as well as their impact on the care of older people.
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Review in het kader van COST Action IS1106 Working group 3 In the review below, we summarize resent empirical research about practising offender supervision in The Netherlands on six theme’s: 1. The roles, characteristics, recruitment and training of key actors in the delivery of offender supervision. 2. Interactions and relationships between key actors in the delivery of offender supervision and other relevant professionals. 3. The delivery/practice/performance of offender supervision. 4. The role of tools and technologies in the delivery of OS. 5. The management, supervision and/or regulation of practitioners and their practice. 6. Reflections / contextual issues Ongoing research is discussed in the descriptions of the different theme’s. We conclude with a short reflection about research on practising supervision in the Netherlands. The review is limited to studies about adults. Studies on community sentences have not yet been addressed, we will do this in the next version.
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