As most Universities around the world the Amsterdam University of Applied Sciences conduct surveys (student evaluation monitor: STEM) among their students to evaluate the different courses and their teachers. At the Department of Media, Information and Communication the response by students tend to decline in the course of the year. In 2011-2012 with a limited enrolment of 900 first year students, 70% responded to the first survey conducted after the first exams in October and dropped to 26% in the last survey at the end of the first year (July 2012). In 2012-2013 (with the same amount of students) the response was respectively 75% and 30%. This might be due to several factors, such as the length of the questionnaire, the way the survey is spread (via e-mail to the students University account), the time of spreading the surveys (after the courses and exams) or simple due to lack of interest. Another problem of the surveys is found in the quest to limit the length of the questionnaires. Hereby, some relevant aspects to apprehend the success of students (or the return of the department) and the quality of the courses and teachers aren’t measured, such as: coherence between the courses, the students opinion about the form of education and exams, the connection between the evaluation and the exam results or other influential factors of student’s success. Given these difficulties and the fact that insight in all of the above mentioned aspects are crucial for both students and teachers and not in the least for the management, a new approach for evaluating is needed. An evaluating system that can uncover crucial information, for example to pinpoint the characteristics of dropout or long-term students in order to limit these, and/or improve the education/course. This paper will describe a pilot study wherein a first step towards a new way of evaluating is taken by separating the course- and teacher evaluation from the rest of the surveys by using an app/QR or website. Furthermore, the literature about in- or outside class surveys and student success will serve as a theoretical base for the discussion this pilot and is part of a broader PhD research.
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Poster presented at EFYE 2018. Strengthening the wellbeing of students is an increasingly important approach of the development of students’ social, emotional and academic skills. Personal wellbeing motivates, among other things, students to learn and increases academic involvement and performance accordingly (Noble et al., 2008). According to the Centre for Education of Statistics and Evaluation (CESE, 2015) the educational welfare of students is also important for another reason; the recognition that teaching is not just about achieving academic performance, but also about the welfare of the student as a whole (intellectual, physical, social, emotional, moral and spiritual). Recent studies indicate that more and more students suffer from (mental) health problems (LSvB 2013, 2017; Schaufeli et al., 2002). The aim of the Student Wellbeing Project at Inholland University of Applied Sciences is to 1) investigate the state of student wellbeing in Dutch higher education and investigate the factors that influence wellbeing, 2) explore and offer best practices to improve student wellbeing (curative and preventive) 3) establish a strong (international) partnership and collaborate to improve student wellbeing.
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Energy transition is key to achieving a sustainable future. In this transition, an often neglected pillar is raising awareness and educating youth on the benefits, complexities, and urgency of renewable energy supply and energy efficiency. The Master Energy for Society, and particularly the course “Society in Transition”, aims at providing a first overview on the urgency and complexities of the energy transition. However, educating on the energy transition brings challenges: it is a complex topic to understand for students, especially when they have diverse backgrounds. In the last years we have seen a growing interest in the use of gamification approaches in higher institutions. While most practices have been related to digital gaming approaches, there is a new trend: escape rooms. The intended output and proposed innovation is therefore the development and application of an escape room on energy transition to increase knowledge and raise motivation among our students by addressing both hard and soft skills in an innovative and original way. This project is interdisciplinary, multi-disciplinary and transdisciplinary due to the complexity of the topic; it consists of three different stages, including evaluation, and requires the involvement of students and colleagues from the master program. We are confident that this proposed innovation can lead to an improvement, based on relevant literature and previous experiences in other institutions, and has the potential to be successfully implemented in other higher education institutions in The Netherlands.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
266 woorden Op school kan de situatie zich voordoen dat de leerkracht onvoldoende tegemoet kan komen aan de extra ondersteuning die leerlingen met autisme nodig hebben. De klas kan te groot zijn, de leerkracht kan handelingsverlegen zijn, etc.. In dit projectplan wordt onderbouwd wat de relevantie is voor de dagelijkse praktijk van de leerkracht en de leerling met autisme en daaraan gerelateerde problemen. Tevens wordt onderbouwd waarom beeldende therapie theoretisch en empirisch kan bijdragen als creatieve oplossing voor kinderen met aan autisme gerelateerde problemen die in de klas extra aandacht vragen. Deze kinderen hebben een andere manier van informatie verwerken, kunnen zich vaak verbaal moeilijk uiten en hebben vaak sociale problemen. Deze kinderen lopen risico op verslavingsproblematiek (33%) en eenzaamheid, angst en depressie op volwassen leeftijd (80%). Kunstvormen in een leeromgeving bieden andere mogelijkheden voor kinderen om zich te uiten en om samen te werken. In dit projectplan wordt beschreven waarom het zinvol is te onderzoeken wat de effectiviteit is van beeldende therapie voor kinderen met autisme in primair (speciaal) onderwijs, ter preventie van risicogedrag. Het behandelprogramma ‘Zelf in beeld, beeldende therapie voor kinderen met autisme (bijlage 1) lijkt veelbelovende resultaten op te leveren (Schweizer, 2020). Om een indruk van de resultaten van praktijkgericht onderzoek naar ‘Zelf in beeld’ te krijgen kunt u de korte animatie bekijken (3 min): https://youtu.be/cVAAzRHZnb0 In dit vervolgproject wordt verkend in hoeverre ‘Zelf in beeld’ van toegevoegde waarde van kan zijn voor kind, leerkracht en ouders, binnen de setting van Speciaal Onderwijs. Dit project heeft een innovatief karakter omdat er een nieuwe vorm van (preventief) werken binnen passend onderwijs wordt toegepast en onderzocht.