The influence of a person’s environment and its modifying potential on participation is well recognized for most childhood disabilities, but scarcely studied for adolescents with autism spectrum disorder (ASD). A scoping review was conducted, the aim of which was to map the existing literature about supporting and hindering environments for the participation of adolescents with ASD. Sources of scientific evidence were searched for in four databases. Inclusion criteria were the perspectives of adolescents between 12 and 21, families, peers, or significant others; ecologic validity; and a clear connection between environment and participation. The publication dates ranged from 2001 to 2014 and partly up to 2018. The International Classification of Functioning, Disability and Health (ICF) served as the guiding framework for inclusion/exclusion during the selection process. Thematic analysis was performed by five independent reviewers. Results were additionally validated by stakeholders. This scoping review identified 5528 articles, and finally included 31 studies. Two main themes were found: “providing security” indicates how the environment, and specifically the parental, physical, and informational environments, have a securing or intimidating effect. The second theme, “helping to connect”, indicates which environments support or hinder social relationships or social activities, and hence participation. An additional third main theme, “tension in participation”, relates to ambiguities that seem essential to understand participation or isolation of adolescents with ASD. Results show that participation is a value-laden concept. This research widens the field of dealing with adolescents with ASD, as it directs attention towards the responsibility of the environment regarding participation.
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Lectorale rede
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This dissertation presents research on customers’ perceptions of cleanliness in service environments. The research contributes to the gap in the literature on cleanliness examined from a customer perspective, and adds to the understanding of environmental cues that influence perceived cleanliness. Part one of the dissertation includes the operationalisation of the concept of perceived cleanliness and the development of an instrument to measure perceived cleanliness. Results showed that perceived cleanliness consists of three dimensions: cleaned, fresh, and uncluttered. Next, the Cleanliness Perceptions Scale (CP-scale) was developed and validated in different service environments, resulting in a 12 item questionnaire that can be used to measure perceived cleanliness in service environments. Part two includes the experimental research on the effects of different environmental cues on perceived cleanliness. It furthermore explores to what extent the effects of these environmental cues on perceived cleanliness can be explained by the concept of priming. The experiments demonstrated that particular environmental cues influence perceived cleanliness: the visible presence of cleaning staff, light colour, light scent, and uncluttered architecture positively influence customers’ perceptions of cleanliness in service environments. Also, empirical support was found for priming as one of the mechanisms involved in the effects.Part three reflects on the implications of the dissertation for theory and practice. The research provides knowledge that is relevant for the fields of facility management, service marketing, social psychology, and environmental psychology. The dissertation improves the understanding of the concept of perceived cleanliness by enabling scholars and practitioners to measure the concept and the effects of particular environmental cues in service environments.
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The central aim of this thesis was to increase understanding of designing vocational learning environments at the school–work boundary. Four studies were conducted, focusing on learning environment designs at the school–work boundary and on design considerations of the actors involved in their construction, both from the world of school and the world of work.
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Social media lijken bij uitstek geschikt voor gebruik in het hoger onderwijs. Samenwerken, overleggen, co-creatie: de mogelijkheden zijn talrijk. Toch signaleren we bij Sowijs een kloof. Studenten gebruiken nauwelijks social media bij het bestuderen van lesstof, waar ze in privésituaties juist heavy users zijn. En docenten zetten social media nog slechts zeer beperkt in
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Educational institutions and vocational practices need to collaborate to design learning environments that meet current-day societal demands and support the development of learners’ vocational competence. Integration of learning experiences across contexts can be facilitated by intentionally structured learning environments at the boundary of school and work. Such learning environments are co-constructed by educational institutions and vocational practices. However, co-construction is challenged by differences between the practices of school and work, which can lead to discontinuities across the school–work boundary. More understanding is needed about the nature of these discontinuities and about design considerations to counterbalance these discontinuities. Studies on the co-construction of learning environments are scarce, especially studies from the perspective of representatives of work practice. Therefore, the present study explores design considerations for co-construction through the lens of vocational practice. The study reveals a variety of discontinuities related to the designable elements of learning environments (i.e. epistemic, spatial, instrumental, temporal, and social elements). The findings help to improve understanding of design strategies for counterbalancing discontinuities at the interpersonal and institutional levels of the learning environment. The findings confirm that work practice has a different orientation than school practice since there is a stronger focus on productivity and on the quality of the services provided. However, various strategies for co-construction also seem to take into account the mutually beneficial learning potential of the school–work boundary.
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Learning environment designs at the boundary of school and work can be characterised as integrative because they integrate features from the contexts of school and work. Many different manifestations of such integrative learning environments are found in current vocational education, both in senior secondary education and higher professional education. However, limited research has focused on how to design these learning environments and not much is known about their designable elements (i.e. the epistemic, spatial, instrumental, temporal and social elements that constitute the learning environments). The purpose of this study was to examine manifestations of two categories of integrative learning environment designs: designs based on incorporation; and designs based on hybridisation. Cross-case analysis of six cases in senior secondary vocational education and higher professional education in the Netherlands led to insights into the designable elements of both categories of designs. We report findings about the epistemic, spatial, instrumental, temporal and social elements of the studied cases. Specific characteristics of designs based on incorporation and designs based on hybridisation were identified and links between the designable elements became apparent, thus contributing to a deeper understanding of the design of learning environments that aim to connect the contexts of school and work.
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Er is behoefte aan mensen die bijdragen leveren aan de ontwikkeling van technische producten en processen. Onderwijs heeft de opdracht de technische geletterdheid van leerlingen te ontwikkelen en te zorgen dat ze zich prettig voelen bij het hanteren van techniek. Deze studie focust op de bijdrage die Mindtools hieraan leveren. Mindtools zijn op ICT gebaseerde leermiddelen die samenwerkend constructivistisch leren en hoger-orde (kritisch en creatief) denken stimuleren. Het begrip Direct Manipulation Environments (DME's), een subklasse van Mindtools, kenmerkt concrete leermiddelen zoals de microwerelden "Lego Mindstorms" en "Techno Logica". Deze microwerelden functioneren op basis van een materieel technisch model dat direct via een computer¬programma bestuurd wordt en taken kan uitvoeren (robots). De leertaak voor de leerling kan zich bewegen op het continuüm van het zelf programmeren van een kant-en-klaar materieel model dat bepaalde taken moet uitvoeren tot en met het zelf bedenken, bouwen en programmeren van een dergelijk model dat een of meer taken kan uitvoeren. Op grond van eerder literatuuronderzoek en een casestudie veronderstellen we dat het educatief toepassen van DME's bijdraagt aan de ontwikkeling van de technische geletterdheid van leerlingen. Hoewel definiëring van technische geletterdheid meer aandacht vraagt, zijn de volgende drie dimensies voor onze analyses bruikbaar gebleken: inhoud (zoals feiten, concepten, voorschriften), praktijk (het handelen, het materiële, doen en realiseren) en de cognitieve dimensie (denkvaardigheden en denkhoudingen). Het is aannemelijk dat door het toepassen van DME's domeinspecifieke concepten en kennis ontwikkeld wordt. Het denken van leerlingen is gekoppeld aan contexten en taken en moet niet geïsoleerd worden bestudeerd. We concentreren ons in deze studie vooral op onderzoek naar de dimensie van de denkvaardigheden en denkhoudingen (het denken van leerlingenduo's bij het oplossen van een probleemtaak) door het analyseren van de verbale interactie op kenmerken van kritisch - en creatief denken. Er is gebruik gemaakt van een Techno Logica leeromgeving bestaande uit een computer met software, een interface, bestuurbare materialen zoals lampjes en motors, en een zelfinstructie handleiding. Twee in complexiteit toenemende probleemtaken, ieder gebaseerd op een kant-en-klaar materieel model (Verkeerslicht en Reuzenrad), zijn gebruikt om de leerlingen besturingen te laten ontwerpen en testen. Dit proces werd op video opgenomen. We veronderstellen dat Techno Logica een bruikbare Mindtool is wanneer werken ermee bijdraagt aan technologische geletterdheid, in de zin dat er sprake is van probleemoplossen en hoger orde denken. Om dit te operationaliseren ontwierpen we een gestructureerd observatie-instrument op basis van het IOWA Integrated Thinking Model en de theorie over denkhoudingen (Costa, 2000). Hiermee werd het voorkomen en de diversiteit van denkvaardigheden en denkhoudingen in de verbale acties en interactie gescoord. Op basis van onze waarnemingen concluderen we dat veel interactie en handelen eerder geduid kan worden als uitingen van denken dan trial and error. Er zijn indicaties dat de leeromgeving en probleemtaken leiden tot ontwikkeling van expertise waardoor een nieuwe (moeilijkere) probleemtaak efficiënter en effectiever opgelost wordt. We vragen we aandacht voor de rol van de docent. We ervaren immers dat nieuwe leermiddelen niet gemakkelijk geadopteerd worden door leerkrachten.
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Ambient Intelligent environments are interactive environments that sense human behaviour and can respond intelligently. This workshop explores how interactive environments can be designed with persuasive quality, influencing human experience and behaviour. The workshop follows a research-through-design approach where practise-relevant insights are gained while designing. The focus will be on intuitive and rational decision-making, the role of aesthetics in persuasion, social and spatial influences on persuasion and the ethics of designing for persuasion.
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Designers have grown increasingly interested in social consequences of new technologies. As social impacts become increasingly important it might be fruitful to understand how social impacts develop and how a designer can anticipate these consequences. In health care practices, for instance, it is important to control unintended social impacts at forehand. Social impact is an outcome of the mediating effect of a technology with its social environment. Human behaviour in a social environment can be analysed from the perspective of a social ecological system. To anticipate social impacts simulations of social practices are needed. To simulate practices the persona approach has been adapted to a screenplay approach in which the elements of a social ecology are used to gain a rich description of a social environment. This has been applied for a 'Heart Managers' case. It was concluded that the screenplay approach can be used for a systematic simulation of future social impacts.
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