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ion of verb agreement by hearing learners of a sign language. During a 2-year period, 14 novel learners of Sign Language of the Netherlands (NGT) with a spoken language background performed an elicitation task 15 times. Seven deaf native signers and NGT teachers performed the same task to serve as a benchmark group. The results obtained show that for some learners, the verb agreement system of NGT was difficult to master, despite numerous examples in the input. As compared to the benchmark group, learners tended to omit agreement markers on verbs that could be modified, did not always correctly use established locations associated with discourse referents, and made characteristic errors with respect to properties that are important in the expression of agreement (movement and orientation). The outcomes of the study are of value to practitioners in the field, as they are informative with regard to the nature of the learning process during the first stages of learning a sign language.
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In this study, a data feedback program to improve teachers’ science and technology (S&T) teaching skills was designed and tested. The aim was to understand whether and how the four design principles underlying this program stimulated the intended teacher support. We examined how teachers in different phases of their career applied and experienced the employed design principles’ key aspects. Eight in-service teachers and eight pre-service teachers attended the data feedback program and kept a logbook in the meantime. Group interviews were held afterwards. Findings show that applying the four employed design principles’ key aspects did support and stimulate in- and pre-service teachers in carrying out data feedback for improving their S&T teaching. However, some key aspects were not applied and/or experienced as intended by all attending teachers. The findings provide possible implications for the development and implementation of professional development programs to support in - and pre-service teachers’ S&T teaching using data feedback.
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The general problem addressed by this dissertation is the low academic success of students—measured in terms of study progress, dropout, and perceived competence (Braxton et al., 2000; Eccles & Wigfield, 2002; Entwistle & Peterson, 2004; Terenzini & Pascarella, 2005; Tinto, 1993)—in universities of applied sciences in the Netherlands. Study progress refers to the number of credits attained by students at the end of their first year, after the deadline for exams, re-sits, and assignments. Dropout occurs when a student does not continue the same programme in a following year. On a programme level, dropout is the percentage of students in a cohort that leaves during or at the end of the first year and does not continue in the following year (cf. Berger & Lyon, 2005; NVAO, 2012). Students who switch within or between institutions are not regarded dropouts on the institutional or system level, but current designs of accreditation programmes only account for dropouts and study progress on the programme level.
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If we want game-based learning to make learning enjoyable as well as effective and efficient, we need to increase learner's awareness of and ability in learning itself. At the heart of learning is metacognition: a learner's understanding of how knowledge is constructed through learning, and the repertoire of strategies, tactics, and monitoring processes that enact learning. The goal of this PhD research is to inform designers and researchers who want to support and improve metacognition of learners within game-based learning environments, by identifying, implementing, and evaluating generic design principles for metacognitive interventions.
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Co-creation as a concept and process has been prominent in both marketing and design research over the past ten years. Referring respectively to the active collaboration of firms with their stakeholders in value creation, or to the participation of design users in the design research process, there has arguably been little common discourse between these academic disciplines. This article seeks to redress this deficiency by connecting marketing and design research together—and particularly the concepts of co-creation and co-design—to advance theory and broaden the scope of applied research into the topic. It does this by elaborating the notion of the pop-up store as temporary place of consumer/user engagement, to build common ground for theory and experimentation in terms of allowing marketers insight into what is meaningful to consumers and in terms of facilitating co-design. The article describes two case studies, which outline how this can occur and concludes by proposing principles and an agenda for future marketing/design pop-up research. This is the peer reviewed version of the following article: Overdiek A. & Warnaby G. (2020), "Co-creation and co-design in pop-up stores: the intersection of marketing and design research?", Creativity & Innovation Management, Vol. 29, Issue S1, pp. 63-74, which has been published in final form at https://doi.org/10.1111/caim.12373. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Use of Self-Archived Versions. LinkedIn: https://nl.linkedin.com/in/overdiek12345
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Gaming Horizons is a EU-funded project that explored the role of video games in culture, the economy and education. We engaged with more than 280 stakeholders through interviews, workshops and webinars.
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