Naarmate leerlingen ouder worden, lijkt de fysieke activiteit van leerlingen af te nemen. Dit terwijl het aantal gereguleerde uren lichamelijke opvoeding toeneemt in het voortgezet onderwijs (VO) ten opzichte van het primair onderwijs (PO). De veranderde omgeving waaraan VO-leerlingen worden blootgesteld lijkt een belangrijke factor in de verklaring van de teruggang. Hoe dit precies zit, is tot op heden echter weinig over bekend. Inzicht krijgen in hoe en waar deze teruggang lijkt plaats te vinden, helpt daarom om het probleem gericht(er) te kunnen aanpakken en om LO’ers beter in staat te stellen hierin een belangrijke bijdrage aan te leveren.
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Game User Research is an emerging field that ties together Human Computer Interaction, Game Development, and Experimental Psychology, specifically investigating the interaction between players and games. The community of Game User Research has been rapidly evolving for the past few years, extending and modifying existing methodologies used by the HCI community to the environment of digital games. In this workshop, we plan to investigate the different methodologies currently in practice within the field as well as their utilities and drawbacks in measuring game design issues or gaining insight about the players' experience. The outcome of the workshop will be a collection of lessons from the trenches and commonly used techniques published in a public online forum. This will extend the discussion of topics beyond the workshop, and serve as a platform for future work. The workshop will be the first of its kind at CHI, tying together HCI research and Game User Research.
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To improve retention rate of factual knowledge for health students we set out to design a game which challenges students to continue testing themselves during their studies. Since we intend for them to play this game for at least two years, we had two major challenges to overcome. Firstly, how can students feel motivated to continue playing for two years on end, and secondly, how can enough content be generated for a two-year game play. The first challenge was solved by tapping into a core motivation of health students: many intend to start their own practice and for that, they want to be involved with other practitioners. We, therefore, proposed a sim-type game in which students cannot just practice on virtual patients but also on practitioners logged in as a patient. The second challenge was tackled by building a flexible framework for case collection, and including the production of those cases in the curricula of the involved programmes.
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Quality of life serves a reference against which you can measure the various domains of your own life or that of other individuals, and that can change over time. This definition of the World Health Organization encompasses many elements of daily living, including features of the individual and the environment around us, which can either be the social environment, the built environment, or other environmental aspects. This is one of the rationales for the special issue on “Quality of Life: The Interplay between Human Behaviour, Technology and the Environment”. This special issue is a joint project by the Centre of Expertise Health Innovation of the Hague University of Applied Sciences in The Netherlands. The main focus of this Special Issue is how optimising the interplay between people, the environment, and technology can enhance people’s quality of life. The focus of the contributions in this special issue is on the person or end‐user and his or her environment, both the physical, social, and digital environment, and on the interaction between (1) people, (2) health, care, and systems, and (3) technology. Recent advances in technology offer a wide range of solutions that support a healthy lifestyle, good quality of life, and effective and efficient healthcare processes, for a large number of end‐users, both patients/clients from minus 9 months until 100+ years of age, as well as practitioners/physicians. The design of new services and products is at the roots of serving the quality of life of people. Original article at MDPI; DOI: https://doi.org/10.3390/ijerph16245106 (Editorial of Special Issue with the same title: "Quality of Life: The Interplay between Human Behaviour, Technology and the Environment")
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This study aimed to evaluate the associations between playground features andutilization. Researchers assessed the features of 38 playgrounds using the Play Space Audit Tool (PSAT). They monitored how children (0–12 y) used the playground. The associations between the PSAT scores and playground utilization were analysed. Significant associations were found between the PSAT scores ‘overall’, ‘path’, and ‘play structure’ and playground utilization. For boys specifically, their playground usage was positively related to the scores ‘overall’, ‘general amenities’, and ‘play’. For girls, their playground usage was positively related to the scores ‘overall’, ‘path’, and ‘play structure’. In conclusion, the ‘overall’ and ‘play structure’ PSAT scores were robustly associated with higher playground utilization, and the associations for domain scores vary between boys and girls. The outcomes enforce that playgrounds of higher quality attract more children. Keywords: physical activity; outdoor play; children; public space; urban
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Introduction: Previous longitudinal studies indicate that physical activity (PA) significantly declines from primary-to secondary school, and report both changes in individual and environmental determinants of PA. In order to understand this transition and to prevent this negative trend, it is important to gather contextually rich data on possible mechanisms that drive this decline. Therefore, the aim of this study was to investigate changes of PA patterns in transition between primary and secondary school, and to add domain-specific insights of how, where, and when these changes occur. Methods: In total, 175 children participated in a 7-day accelerometer- and Global Positioning System (GPS) protocol at their last year of primary and their first year of secondary school. GPS data-points were overlaid with Geographical Information Systems (GIS) data using ArcGIS 10.1 software. Based on the GPS locations of individual data-points, we identified child’s PA at home, school, local sports grounds, shopping centers, and other locations. Also, trips in active and passive transport were identified according to previously validated GPS speed-algorithms. Longitudinal multi-level linear mixed models were fitted adjusting for age, gender, meteorological circumstances, and the nested structure of days within children and children within schools. Outcome measures were minutes spent in light PA and moderate-to-vigorous PA, specified for the time-segments before school, during school, after school and weekend days. Results: Total PA significantly declined from primary to secondary school. Although transport-related PA increased before- and during school, decreases were found for especially afterschool time spent at sports grounds and transport-related PA during weekends.
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Lectorale rede van Dave van Kann gehouden ter gelegenheid van zijn inauguratie als lector ‘Leren Bewegen in en rondom de School’ bij Lectoraat Move to Be van Fontys Sporthogeschool. Dave geeft in zijn rede aan op welke directe thematische focus hij zich in het bijzonder zal gaan richten in zijn lectorschap (de themalijnen Leren Bewegen en Beweegvriendelijke Omgeving). In lijn met de lectoraatsprojecten en -ambities geeft Dave zijn zienswijze op de thematiek ‘Leren Bewegen in en rondom de School’ weer en houd hij een pleidooi om in gezamenlijkheid met alle betrokkenen de komende jaren te werken aan een actieve generatie waarin bewegen meer vanzelfsprekend is en voor iedereen mogelijk.
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A presentation about WP6 from the GAMEHEARTS Horizon Europe project. The work package attempts to bring the research of GAMHEHEARTS to life in the language of video game developers, i.e. a playable prototype game combining the interests of the Imperial War Museum, City Football Group, and the London Symphony Orchestra with the cultural interests of video games.
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