Debates about social theory and social policy are highly fragmented and unclear in subject and direction. A recognised paradigm is failing. Maybe we have to accept that social reality is not to reconstruct in social theory. But we certainly need social theorists and social theories to support citizens, policy makers and social workers in improving social reality. Social reality in post modern societies is to be characterized by problematic relationships among citizens and between citizens and the public sector and by a sharp rise in problematic behaviour. The affluent society has failed to create a more sensitive world where people behave more socially. The dominant social problem is no longer seen from a social economic perspective but from a social cultural one. Social competences and social capital are considerer to be essential assets to cope with life in post modern society. For people weak ties and thin trust are essential to integrate into society. Thick trust and strong ties can bind people to much and cause inflexibility. The current social problem is a matter of designing a social world where relationships and behaviour are fair and reasonable. It asks for an interesting and creative social policy and social work, not too much stressing the problematic issues but encouraging people to trust each other. Current social policy is too much focused on the needs and problems. It has to change into a more expressive social policy, a policy that people challenges to express them and to create new relationships. Social behaviour asks for flexibility and creativity, for being authentic and playing roles. Scientists, policymakers, social workers and citizens are in the same field and have access to the same knowledge.
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Foundation and principles of the professional Social Worker in the Netherlands.
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The Hanze University Groningen offers more than 60 different honours programmes for students who want to do more than the regular programme offers them. In these programmes, students are guided to become an excellent professional. Competencies defining an excellent professional were assessed in a previous research by means of focus group discussions and Delphi survey with professionals and experts in the social worker field, resulting in a profile of the excellent social worker consisting of 6 domains. Our aim is to investigate the opinions of the teachers at the faculty Social Work regarding the profile of the excellent social worker. In addition, we aim to explore how teachers recognize, acknowledge and encourage excellence among their students.The Delphi method was used to investigate the opinions of the teachers. All teachers of Social Work Department were invited to fill in a survey giving their opinion on the excellent social worker profile as stated by the professionals. The teachers were asked to choose whether each domain was “essential”, “important but not essential” or “not needed” for an excellent Social Worker. Currently, 35 teachers answered the survey. Teachers agree that the competencies of the profile are essential for an excellent professional, with exception of ‘coaching and supporting your colleagues’. Over 50% of the respondents think that this is important but not essential. More than 90% of the teachers agree that “thinking out of the box” and “having the courage to think of different and innovative solutions” are essential competencies for excellence. In addition, teachers indicated that ethics, internationalization and entrepreneurship are missing in the profile.To conclude, the profile is acknowledged by teachers with broad support. In the next stage of the research, teachers will be asked about how they stimulate these competences by students. The research will be completed in June.
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Hoofdstuk 2 gaat over peer en professionele online support voor ouders bij het opvoeden. In totaal bevat het boek 31 hoofdstukken over sociaal netwerken, geschreven door tientallen onderzoekers wereldwijd.
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De incidentie van niet aangeboren hersenletsel (NAH) bij personen in de leeftijd tot 25 jaar in Nederland is aanzienlijk, met ca. 18.000 nieuwe gevallen per jaar. Kinderen en jongeren met NAH hebben naast fysieke, cognitieve en emotionele beperkingen, een significant lager niveau van sociale participatie dan hun gezonde leeftijdgenoten. Het gebruik van de Nintendo Wii, een spelcomputer die bewegingen op natuurlijke en intuïtieve wijze uitlokt, lijkt mogelijkheden te bieden om contacten met anderen en actieve vrijetijdsbesteding bij jongeren met NAH te stimuleren. In deze studie wordt onderzocht wat het effect is van het gebruik van de Nintendo Wii bij kinderen en jongeren met NAH op fysiek, cognitief en sociaal functioneren. Om dit te onderzoeken is een multicenter, observationele pilotstudie verricht, bij 50 kinderen en jongeren met NAH in de leeftijd van 6-29 jaar die onder controle of behandeling zijn van een revalidatiearts. De interventie, van in totaal 12 weken, startte met 2 trainingssessies van 60 minuten, waarbij de toe te passen games werden gekozen passend bij zelf gekozen behandeldoelen (te verbeteren functies of activiteiten) en uitvoerbaar gezien de individuele beperkingen van de deelnemer. Vervolgens werd er minimaal 2 keer in de week gegamed. Er was wekelijks contact met een therapeut per telefoon of e-mail. De effectmetingen (vragenlijsten en een neuropsychologische test) werden verricht aan het begin en einde van de interventie en betroffen het fysiek, cognitief en sociaal functioneren. De statistische analyse bestond uit vergelijkingen van de uitkomstmaten tussen 0 en 12 weken met behulp van gepaarde t-toetsen, Wilcoxon-Signed-Rank tests en chi-kwadraat toetsen. Deze eerste pilotstudie naar de effecten van het gamen met de Nintendo Wii bij jongeren met NAH laat significante verbetering zien op het fysiek en cognitief functioneren, en niet op het sociaal functioneren. Deze resultaten zijn aanleiding om de effectiviteit van de Nintendo Wii in deze patiëntengroep in een grotere, gecontroleerde studie verder te onder ABSTRACT Aim: To explore the effects of usage of the Nintendo Wii on physical, cognitive and social functioning in patients with acquired brain injury (ABI). Methods: This multicenter, observational proof-of-concept study included children, adolescents and young adults with ABI aged 6-29 years. A standardized, yet individually tailored 12-week intervention with the Nintendo Wii was delivered by trained instructors. The treatment goals were set on an individual basis and included targets regarding physical, mental and/or social functioning. Outcome assessments were done at baseline and after 12 weeks, and included: the average number of minutes per week of recreational physical activity; the CAPE (Children's Assessment of Participation and Enjoyment); the ANT (Amsterdam Neuropsychological Tasks); the achievement of individual treatment goals (Goal Attainment Scaling); and quality of life (PedsQL; Pediatric Quality of Life Inventory). Statistical analyses included paired t-tests or Wilcoxon-Signed-Rank tests. Results: 50 patients were included, (31 boys and 19 girls; mean age 17.1 years (SD 4.4)), of whom 45 (90%) completed the study. Significant changes of the amount of physical activity, speed of information processing, attention, response inhibition and visual-motor coordination (p<0.05) were seen after 12 weeks, whereas there were no differences in CAPE or PedsQL scores. Two-thirds of the patients reported an improvement of the main treatment goal. Conclusion: This study supports the potential benefits of gaming in children and youth with ABI.
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The future of the business sector for students in higher education is uncertain. The reasons for this are technological developments, the effects of globalisation and the shifting of business models (Brynjolfsson & McAfee, 2014; Helbing, 2014). The consequences of digitalisation and robotisation are large for professions in the financial-economic sector, such as accountancy and finance, business economy, and marketing (Frey & Osborne, 2013; Deloitte, 2016). As a result, certain jobs will disappear, but on the other hand new types of jobs will arise. It is expected that people in employment will have to have a strong adaptive ability to handle fast changes. There is an increasing expectation that they need to be mobile between employers and that they should be able to deal with a variety of new tasks, roles and positions (Dochy, Berghmans, Koenen, & Segers, 2015). Professionals need to have a sense of great flexibility in order to be able to anticipate these changes based on their own power and ambition. In addition to this adaptive ability, good interpersonal skills are essential due to the need for working in multidisciplinary teams on complex issues (Onstenk, 2017). The Social and Economic Council of the Netherlands (Sociaal-Economische Raad, 2017) presumes that the level of basic skills required to participate in an increasingly complex society is continuously growing, and they advise upcoming professionals to train their resistance, flexibility and the ability to continuously develop in order to maintain sustainable employability. In this way professionals regularly need to be able to reinvent themselves during periods of change (Van Water & Weggeman, 2017; Frie, Potting, Sjoer, & Van der Heijden, submitted for publication). This chapter will describe how the Department of Business, Finance & Marketing (BFM) of The Hague University of Applied Sciences (THUAS) has found an answer to the challenges of a Department-wide educational innovation. First it is outlined what this innovation involves and how it will be designed. The net paragraph clarifies the overlap in the competency profiles of the five programmes of BFM. Then the next steps of this educational innovation process are described. Finally, insights will be discussed as to the role of the lecturers and the business sector, as valuable partners, within this educational reform.
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The aim of this paper is to design and test a smartphone application which supports personalized running experiences for less experienced runners. As a result of a multidisciplinary three-step design approach Inspirun was developed. Inspirun is a personalized running-application for Android smartphones that aims to fill the gap between running on your own (static) schedule, and having a personal trainer that accommodates the schedule to your needs and profile. With the use of GPS and Bluetooth heart rate monitor support, a user's progress gets tracked. The application adjusts the training schedule after each training session, motivating the runner without a real life coach. Results from three user studies are promising; participants were very satisfied with the personalized approach, both in the profiling and de adaptation of their training scheme.
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