The design of health game rewards for preadolescents Videogames are a promising strategy for child health interventions, but their impact can vary depending on the game mechanics used. This study investigated achievement-based ‘rewards’ and their design among preadolescents (8-12 years) to assess their effect and explain how they work. In a 2 (game reward achievement system: social vs. personal) x 2 (game reward context: in-game vs. out-game) between-subjects design, 178 children were randomly assigned to one of four conditions. Findings indicated that a ‘personal’ achievement system (showing one’s own high scores) led to more attention and less frustration than a ‘social’ achievement system (showing also high scores of others) which, in turn, increased children’s motivation to make healthy food choices. Furthermore, ‘out’-game rewards (tangible stickers allocated outside the game environment) were liked more than ‘in’-game rewards (virtual stickers allocated in the game environment), leading to greater satisfaction and, in turn, a higher motivation to make healthy food choices.
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In our world of VUCA (volatile, uncertain, complex and ambiguous), a capacity for change and adaption is vital. However, changing successfully has been a challenging task for both individuals and organizations. Taking into account the insights of neuroscience, this chapter introduces a framework of change management called STREAP-Be. The acronym represents 7 factors that could significantly influence the effect of change: safety; trigger; reward; emotion; alignment; people; and behavior.
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While the concept of Responsible Innovation is increasingly common among researchers and policy makers, it is still unknown what it means in a business context. This study aims to identify which aspects of Responsible Innovation are conceptually similar and dissimilar from social- and sustainable innovation. Our conceptual analysis is based on literature reviews of responsible-, social-, and sustainable innovation. The insights obtained are used for conceptualising Responsible Innovation in a business context. The main conclusion is that Responsible Innovation differs from social- and sustainable innovation as it: (1) also considers possible detrimental implications of innovation, (2) includes a mechanism for responding to uncertainties associated with innovation and (3) achieves a democratic governance of the innovation. However, achieving the latter will not be realistic in a business context. The results of this study are relevant for researchers, managers and policy makers who are interested in responsible innovation in the business context.
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"In recent years, the former Dutch welfare state has been transformed into a participation society [1]. As support from the government decreases, citizens are increasingly expected to be self-managing. Since not everyone is able to be self-managing, there is an increasing demand for help offered by volunteers. Although the number of volunteers in the Netherlands is relatively stable, the amount of time per volunteer has decreased over the past couple of years [2]. Most volunteers traditionally come from the wealthier, more educated segment of society and are likely to be female, married with children, 50+, and active in religion [3, 4]. In order to meet the increasing demand for volunteers, either the amount of time spent per volunteer should be increased, or new groups of volunteers should be attracted. The Dutch foundation “Possible Today” started an initiative aimed at motivating (potential) volunteers: Social Credits for Volunteers. This is digital platform, based on block chain technology, connects volunteers with projects. The platform uses a digital currency -Social Credits- to appreciate and reward the efforts of volunteers. The currency can be exchanged for discounts or other value, offered by organizations and stores that feel involved with the community. An important feature of this system is the opportunity for volunteers to draft a social curriculum vitae. The aim of this study is to generate recommendations for Possible Foundation about how the Social Credits Platform should be designed and deployed in order to persuade (potential) volunteers to spend (more) hours on volunteering. Therefore, the following research question is answered: ‘What motives, desires and barriers traditional and less traditional volunteers have in regard to appreciation and reward for volunteering?’"
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The HRM study program of The Hague University of Applied Sciences (THUAS) recently replaced classical, module-based education by so-called learning landscapes in which students approach complex problems by interdisciplinary learning activities. Teachers collaborate in multi-disciplinary teams that have a shared responsibility to support students as well as to innovate their education. This new way of organizing educational processes not only need to strengthen the learning ability and flexibility of students, but also the learning and innovation ability of teachers. Our exploratory research among teachers showed that this new way of working increased their job satisfaction. However, teachers experience difficulties in implementing their ideas, which is an important precondition for sustainable educational innovation. In our research we addressed the question whether the new working context of teachers supported innovation. The organizational structure as described in this case study is characterized by a high degree of autonomy for the teachers who collaborate in multidisciplinary teams, in which the management rewards innovative behaviour and facilitates where possible. Given the fact that this context incorporates a high number of elements that are known to facilitate innovation, the assumption was that teachers would experience that this context was supporting them to innovate. We evaluated whether this was indeed the case in their educational innovation. Our research shows that in general teachers positively evaluate the new working context. They experience the renewal process to contribute to their job satisfaction and feel supported by the management. A large majority of the teachers, partly as a result of this new working context, do have many ideas to renew the education. Even though they use multiple sources to generate ideas, they are mainly inspired by the needs of students and the occupational practice. Especially by sharing their ideas with others, they enrich their ideas. For the implementation of their ideas they specifically focus on creating buy-in, mentioned in two-thirds of the storyboards, with activities such as seeking allies, communicating the idea to others and ‘drinking lots of coffee’. In addition, experiments help to make their ideas more visible.
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This paper conducted a preliminary study of reviewing and exploring bias strategies using a framework of a different discipline: change management. The hypothesis here is: If the major problem of implicit bias strategies is that they do not translate into actual changes in behaviors, then it could be helpful to learn from studies that have contributed to successful change interventions such as reward management, social neuroscience, health behavioral change, and cognitive behavioral therapy. The result of this integrated approach is: (1) current bias strategies can be improved and new ones can be developed with insight from adjunct study fields in change management; (2) it could be more sustainable to invest in a holistic and proactive bias strategy approach that targets the social environment, eliminating the very condition under which biases arise; and (3) while implicit biases are automatic, future studies should invest more on strategies that empower people as “change agents” who can act proactively to regulate the very environment that gives rise to their biased thoughts and behaviors.
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To support physiotherapists in their role of health promotor and to support physical activity (PA), the Keep Moving Support Tool (KMST) was developed. It is unknown how to align the KMST with everyday practice in a wider variety of primary care physiotherapy clinics in the Netherlands.
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The digital platform Youth Quarter is built by youth care organizations with the intention to facilitate youth care professionals to share knowledge. The adoption of Youth Quarter is investigated using the USE IT-adoption-model. Interviews with 27 youth care professionals demonstrated that the main problem they experience is high working pressure. Youth Quarter does not relieve the working pressure nor solves other relevant problems. Youth Quarter is regarded as having little relevance and not meeting users’ requirements, because of the little content and low number of users. Youth care professionals prefer to consult colleagues, and professionals they know. To increase the adoption, Youth Quarter should reward users by providing up-to-date relevant information and knowledge, and support efficient and effective working processes. Management should share clear goals for Youth Quarter and encourage the use of Youth Quarter, in order to increase the adoption.
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With employer branding (EB), businesses aim to align their organizational norms with the norms of their current and prospective employees, and they explicitly communicate about the firm’s norms. Communication, however, carries different meanings depending on the context in which one operates. Also, the organizational norms may vary depending on the context, i.e., industry, different countries, and geographical context in which a firm operates. As such, the process of EB may be context-dependent, too. This study explores if and how EB is applied differently in different country and industry contexts. The analysis draws on a quantitative content analysis of 226 job vacancies targeted at highly educated graduates and professionals in IT, energy, and healthcare from the North of the Netherlands and comparable regions from Germany and Bulgaria. Our findings show that EB, as manifested in core values and distinctive characteristics, is not widely adopted in the vacancies we included in our analysis. When adopted, different values are emphasized depending on the context. General information and job-specific information are most frequent among all industries and countries. EB is a multidimensional concept with different dimensions used according to the context. The study’s main implication is that companies need to be mindful of the context in which an EB strategy is used. A one-size-fits-all approach in EB is likely not the most effective. This is particularly relevant for multinationals that adopt a worldwide organizational brand.
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This workshop has been designed to facilitate experiential learning and reflective practice in the classroom. The exercises support starting entrepreneurs to develop an entrepreneurial way of thinking and deal with possible axiety, when asked to deal with uncertainty in an educational context.
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