Deze workshop werd door Katja Braam en Joan Dallinga verzorgd op het Symposium 'Participatie Gezondheidsinnovatie'. In deze workshop werden deelnemers meegenomen in het ontwikkelingsproces van de online module die we met en voor Sportkundestudenten ontwikkelen. Hierin leren studenten een leefstijlinterventie te ontwikkelen waarin eHealth wordt gebruikt. Hoe hebben we dit gedaan, wat waren de uitdagingen en hoe ver zijn we nu? De conceptmodule werd getoond en deelnemers gingen aan de slag om de module aan te scherpen. Ook zijn ervaringen in andere opleidingen met ontwikkeling van eHealthonderwijs opeghaald.
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Het vakgebied van de persuasieve technologie richt zich op design, ontwikkeling en evaluatie van interactieve technologieën die bedoeld zijn om de houding of het gedrag van de patiënt/ cliënt te veranderen door middel van overtuiging en sociale invloed. Het is bij uitstek een interdisciplinair onderzoeksgebied waar psychologie, mens-computer interactie en vakgebieden uit zorg en welzijn samen opereren. Het doel van de workshop was om gezamenlijk te verkennen hoe impactmeting van persuasieve technologie uitgevoerd kan worden.
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Behaviour Change Support Systems (BCSS), already running for the 10th time at Persuasive Technology, is a workshop that builds around the concept of systems that are specifically designed to help and support behaviour change in individuals or groups. The highly multi-disciplinary nature of designing and implementing behaviour change strategies and systems for the strategies has been in the forefront of this workshop from the very beginning. The persuasive technology field is becoming a linking pin connecting natural and social sciences, requiring a holistic view on persuasive technologies, as well as multi-disciplinary approach for design, implementation, and evaluation. So far, the capacities of technologies to change behaviours and to continuously monitor the progress and effects of interventions are not being used to its full potential. The use of technologies as persuaders may shed a new light on the interaction process of persuasion, influencing attitudes and behaviours. Yet, although human- computer interaction is social in nature and people often do see computers as social actors, it is still unknown how these interactions re-shape attitude, beliefs, and emotions, or how they change behaviour, and what the drawbacks are for persuasion via technologies. Humans re-shape technology, changing their goals during usage. This means that persuasion is not a static ad hoc event but an ongoing process. Technology has the capacity to create smart (virtual) persuasive environments that provide simultaneously multimodal cues and psycho-physiological feedback for personal change by strengthening emotional, social, and physical presence. An array of persuasive applications has been developed over the past decade with an aim to induce desirable behaviour change. Persuasive applications have shown promising results in motivating and supporting people to change or adopt new behaviours and attitudes in various domains such as health and wellbeing, sustainable energy, education, and marketing. This workshop aims at connecting multidisciplinary researchers, practitioners and experts from a variety of scientific domains, such as information sciences, human-computer interaction, industrial design, psychology and medicine. This interactive workshop will act as a forum where experts from multiple disciplines can present their work, and can discuss and debate the pillars for persuasive technology.
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De opkomst van Chat GPT laat zien hoe AI ingrijpt in ons dagelijks leven en het onderwijs. Maar AI is meer dan Chat GPT: van zoekmachines tot de gezichtsherkenning in je telefoon: data en algoritmes veranderen de levens van onze studenten en hun toekomstige werkveld. Wat betekent dit voor de opleidingen in het HBO waar voor wij werken? Voor de inspiratie-sessie De maatschappelijke impact van AI tijdens het HU Onderwijsfestival 2023 hebben wij onze collega’s uitgenodigd om samen met ons mee te denken over de recente AI-ontwikkelingen. We keken niet alleen naar de technologie, maar juist ook naar de maatschappelijke impact en wat de kansen en bedreigingen van AI zijn voor een open, rechtvaardige en duurzame samenleving. Het gesprek voerde we met onze collega’s (zowel docenten als medewerkers van de diensten) aan de hand van drie casussen met. De verzamelde resultaten en inzichten van deze gesprekken zijn samengebracht op een speciaal ontwikkelde poster voor de workshop (zie figuur 1). We hebben deze inzichten gebundeld en hieronder zijn ze te lezen.
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PowerPointpresentatie gebruikt bij een workshop gehouden op het MiniSymposium Agroforestry en Notenteelt op 18 mei 2022, op hogeschool Van Hall Larenstein te Velp.
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Workshop tijdens Windesheim Conferentie Studiesucces. Presentatie van resultaten G5-onderzoek en Fontys-onderzoek.
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In deze workshop komen het bevorderen van sportparticipatie en de rol van applicaties en wearables hierin naar voren. Met aandacht voor: apps voor hardlopers, apps voor inactieven, apps voor professionals en patiënten, ideeën voor de toekomst
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.This workshop gives you hands-on experience of developing gameplay concepts with a practical tool that will challenge you to see your ideas in a new light. We will reveal unconscious biases, and help you to be both creative and pragmatic with your early designs. Mata and Thomas, who ran 2018’s paper prototyping workshop, are back to help you explore ‘ideation systems’: what they are, why they feel good to use, and why they often don’t fulfil the needs of individuals or companies. At the end of the session you will have learnt and used a new method for stimulating your own creativity, and a way to sanity-check your ideas before you commit to an expensive path of exploration. The workshop will help anyone involved with game concepting and early prototype development – from large companies to indie teams. At the end of the session you will have learnt and used a new method for stimulating your own creativity, and a way to sanity-check your ideas before you commit to an expensive path of development. You’ll be able to take this method back to your studio and use it with the rest of your team to create new concepts for your projects and enhance both morale and collaboration.
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The Football Workshop Wageningen in The Netherlands originated from a care farm where people with mild intellectual disabilities and challenging behaviour spent time for day activities. Passionate about football, two social workers and a growing number of service users left the care farm to set up sheltered employment at the local football club SKV. Interestingly, this endeavour is at the intersection of sheltered employment, leisure and community. This chapter will be part of a monograph on social inclusion, the interface between leisure and work in relation to people with intellectual disabilities. This current manuscript is yet unpublished. Modifications are reserved for official publication. Please reference this unofficial publication as follows: Knevel, J., Van Ewijk, H., Kolthek, W. (2021). The Football Workshop. Utrecht: Utrecht University of Applied Sciences. Unpublished manuscript.
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Mapping Microplastics was a first exploratory workshop (part of the Entrepreneurship Program at HvA) with researchers and entrepreneurs to map how the public discourse on microplastics develops on Twitter.The preparation of this workshop followed a hybrid approach in three steps: preliminary mapping, joint interpretation and annotation, map redesign and feedback. The preliminary mapping was performed by designing a query to collect tweets around the topic of Microplastics. To perform the data collection and preliminary analysis we used TCAT (Twitter Capturing and Analysis Toolset), a tool developed by the Digital Methods Initiative at the University of Amsterdam. A set of four maps was designed to address different sub questions through different visual models: networks of hashtags and users, image grids organized by time and frequency, alluvial diagrams and lists of most interacted with tweets. These maps were used in a joint interpretative hybrid session: the visual material was printed and sent to each partner. With the facilitation of designers and researchers, entrepreneurs annotated the printed maps in parallel online sessions.
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