Increasing flexibilisation and personalisation of education creates challenges in terms of students’ social connectedness with each other, with the programme and with lecturers. For this reason, a team of researchers and professors from four universities of applied sciences in the Netherlands carried out research into how a sense of community can be created in learning communities. On the basis of a literature review and design-oriented research, we conducted experiments aimed at fostering social connectedness in eight learning communities. These learning communities were in the domains of Nursing, Healthcare and Welfare Teacher Training, Management in Care, Teacher Training, and Nutrition and Dietetics (part-time, full-time and dual programme variants). The above research resulted in this Social connectedness in Online and Blended Learning Communities guide, which consists of two parts. Part one outlines the seven design principles (focused on content, attitude and preconditions) which lecturers can work with in their role as facilitator. The lecturer can apply these design principles to promote social connectedness in online and blended learning communities, including when flexible student paths are involved. These design principles are supported by practical IT tools and working methods and are widely applicable. The design principles involved are: A. Getting to know each other B. Trust and cooperationC. Shared and common goals D. Willingness to participate E. Programme and instruction strategies F. Sharing information and knowledge G. Resources and preconditions. Part 2 consists of a methodological justification and substantiation of the research underpinning the guide as well as a description of the results and ends with a conclusion, discussion and recommendations for further research.The experiments showed that learning communities that were newly established or had changed in composition after some time mainly opted for design principles A. Getting to know each other and B. Trust and cooperation. Learning communities that had been active for a longer period chose mainly C. Shared and common goals. Further longitudinal and other research is needed to determine to what extent the design principles and the role of the facilitators can be applied in other domains (such as technology, economics, etc.).
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Increasing flexibilisation and personalisation of education creates challenges in terms ofstudents’ social connectedness with each other, with the programme and with lecturers.For this reason, a team of researchers and professors from four universities of applied sciences in the Netherlands carried out research into how a sense of community can be created in learning communities. On the basis of a literature review and design-oriented research, we conducted experiments aimed at fostering social connectedness in eight learning communities. These learning communities were in the domains of Nursing, Healthcare and Welfare Teacher Training, Management in Care, Teacher Training, and Nutrition and Dietetics (part-time, full-time and dual programme variants).
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Interventions for older people are often not evaluated and, if evaluated, are not proven successful. Based on a systematic literature review and two qualitative studies about the social needs of older people, an intervention has been developed, implemented, and evaluated. Important social needs that emerged from these studies are connectedness, meaningfulness, and independence.
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Social needs are important basic human needs; when not satisfied, loneliness and social isolation can occur and subsequently sickness or even premature death. For older people social needs can be more difficult to satisfy because of the loss of resources such as health and mobility. Interventions for older people to satisfy social needs are often not evaluated and when evaluated are not proven successful. Technological interventions can be successful, but the relationship between technology and social wellbeing is complex and more research in this area is needed. The aim of this research is to uncover design opportunities for technological interventions to fulfil social needs of older people. Context-mapping sessions are a way to gain more insight into the social needs of older people and to involve them in the design of interventions to fulfil social needs. Participants of the context-mapping sessions were older people and social workers working with older people. Four sessions with a total of 20 participants were held to generate ideas for interventions to satisfy social needs. The results are transcripts from the discussion parts of the context-mapping sessions and collages the participants created. The transcripts were independently analysed and inductive codes were attached to quotations in the transcripts that are relevant to the research question and subsequently thematic analysis took place. Collages made by the participants were independently analysed by the researchers and after discussion consensus was reached about important themes. The following three main themes emerged: ‘connectedness’, ‘independence’ and ‘meaningfulness’. Technology was not identified as a separate theme, but was addressed in relation to the above mentioned themes. Staying active in a meaningful way, for example by engaging in volunteer work, may fulfil the three needs of being connected, independent and meaningful. In addition, interventions can also focus on the need to be and remain independent and to deal with becoming more dependent. The older people in our study have an ambivalent attitude towards technology, which needs to be taken into account when designing an intervention. We conclude this paper by making recommendations for possible technological interventions to fulfil social needs.
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By having a healthy and happy social life, social needs are fulfilled. When social needs are not fulfilled, loneliness and social isolation can occur, which have negative consequences for one’s physical and mental health. Social technology, technology that enables social interaction, can be a resource to fulfil the social needs of older people. In this study, we aimed to learn what role social technology plays in the social life of older people. We held 15 interviews with people aged over 70 who regularly use some form of social technology. Our results indicate that social technology plays different roles in the lives of older people. It strengthens the existing social relationships and social structures. It also brings depth and fun to the social contacts of older people and in this way, enriches their social lives. Social technology also gives a sense of safety and peace of mind to the older people themselves but also to their network members. However, there are barriers in the use of social technology. The older people struggled with using social technology and feel that social technology sometimes stands in the way of real human contact. In supporting and facilitating people’s relationship with others, a community and society, technology helps fulfil older people’s need for connectedness, meaningfulness and independence. However, the relationship with independence is ambiguous. Their life experience gives older people a thoughtful way of looking at social technology and the role it plays in their lives
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OBJECTIVE: Loneliness and social isolation are pressing issues that can seriously impact the mental health and well-being of older adults. Interacting with nature can stimulate a feeling of connectedness. However, for older adults, access to nature is often troublesome because of physical limitations and mobility restrictions.METHODS: In the present mixed-method study, 37 older adults (62-99 years old) with varying care needs and mobility restrictions watched a video presenting a walkthrough of a simulated digital nature landscape.RESULTS: Quantitative results show a significant increase in social connectedness scores and enhanced peacefulness after experiencing a digital nature. Qualitative results stress the importance of variations in nature scenery and highlight the influence of contextual and person-related factors including nature experiences throughout the life span and mobility constraints that older adults may face.CONCLUSION: These findings testify to the potential of using digital nature as a complementary strategy when interactions with outdoor nature become increasingly difficult due to old age.
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Presented as part of the National XR Day, this contribution aims to involve academia in exploring how XR technologies can foster social connectedness in increasingly individualized digital environments.
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Objectives: To assess whether social capital benefits older adults’ self-rated health and well-being and whether physical activity mediates this relation. Methods: A survey study was conducted among members of a sociocultural organization (age ≥55 years), both cross-sectionally (baseline Time 1; N = 959) and longitudinally (3-year follow-up Time 2; N = 409). Results: Specific indicators of social capital were positively, though modestly, related to health and well-being at Time 1 and Time 2. Experienced connectedness with age peers emerged as the strongest predictor. Physical activity only mediated the relation with experienced safety in society. Discussion: The relative importance of older adults’ experienced connectedness with their age peers underlines the importance of internalized group membership as a determinant of their health and well-being. Physical activity seems to play only a minor mediating role.
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Loneliness and social isolation are increasingly recognized as important challenges of our times. Inspired by research hinting at beneficial effects of interacting with nature on social connectedness and opportunities provided by ambient technology to simulate nature in a rich and engaging manner, this study explored to what extent digital nature projections can stimulate social aspirations and related emotions. To this end, participants (N = 96) were asked to watch, individually or in pairs, digital nature projections consisting of animated scenes which were either dense or spacious and depicting either wild or tended nature. Subsequently, they filled out a questionnaire comprising measures for social aspirations, awe and fascination. Results show that spacious scenes elicited significantly higher social aspiration and awe scores, especially when watching alone. Design implications are discussed for making digital nature accessible for people with limited access to real nature.
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