Dit rapport beschrijft de trends in binnen- en buitenland op het gebied van Open Educational Resources. Dat gebeurt aan de hand van twaalf artikelen van Nederlandse experts op het gebied van open leermaterialen in het hoger onderwijs. Ook bevat het rapport twaalf intermezzo’s met spraakmakende voorbeelden.
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Within the Erasmus+ project Common European Numeracy Framework (CENF) (2018-2021) a framework was developed on numeracy in response to the challenges and needs of the 21st century.
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Cozmo is a real-life robot designed to interact with people playing games, making sounds, expressing emotions on a LCD screen and many other pre-programmable functions. We present the development and implementation of an educational platform for Cozmo mobile robot, with several features, including web server for user interface, computer vision, voice recognition, robot trajectory tracking control, among others. Functions for educational purposes were implemented, including mathematical operations, spelling, directions, and questions functions that gives more flexibility for the teachers to create their own scripts. In this system, a cloud voice recognition tool was implemented to improve the interactive system between Cozmo and the users. Also, a cloud computing vision system was used to perform object recognition using Cozmo's camera, to be applied on educational games. Other functions were created with the purpose of controlling the emotions and the motors of Cozmo to create more sophisticated scripts. To apply the functions on Cozmo robot, an interpreter algorithm was developed to translate the functions into Cozmo's programming language. To validate this work, the proposed framework was presented to several elementary school teachers (classes with students between 4 and 12). Students and teacher's impressions are reported in this text, and indicate that the proposed system can be a useful educational tool.
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Digital educational escape rooms (DEERs) can provide an engaging gamified learning experience for students that is easy to use and sustainable for teachers. Though well-established in the STEM fields, where escape rooms often call for students to apply procedural skills, escape rooms are also used across a range of subjects to impact durable skills and attitudes such as communication, collaboration, and critical thinking. This paper seeks to extend the application of DEERs into social entrepreneurship (SE) education by exploring the DEER design elements relevant to the SE field. This paper will focus on developing durable skills and attitudes associated with social entrepreneurship, an area of entrepreneurship that seeks to create businesses with positive social impact. To identify the relevant design elements in DEERs, we conducted a systematic literature review. The research question was "Which design elements of digital educational escape rooms are necessary to teach social entrepreneurship skills and competencies?” This current paper builds on this type of framework by highlighting the relationship between the components of a DEER and learning objectives, specifically those relevant to a social entrepreneur’s educational context. For example, almost all papers reported successful collaboration in online groups. The authors also found that specific puzzle types were less important than the gamified context on impact on learning and skill development. Thus, the authors contribute to our understanding of how DEERs can relate to SE specific learning objectives, skills, and attitudes.
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BACKGROUND: Orthopaedic Manual Therapy (OMT) is a specialized area of physiotherapy for the management of neuromusculoskeletal conditions. Although rare, adverse events after OMT are reported in literature. In 2020, the International Framework for Examination of the Cervical Region for potential of vascular pathologies of the neck prior to OMT Intervention was presented.OBJECTIVE: To evaluate the knowledge and implementation status of OMT educational programmes regarding the 2020 International IFOMPT Cervical Framework.METHODS: An international survey with closed- and open-ended questions was conducted among all IFOMPT educational programmes using an online survey. Formal informed consent was requested at the beginning of the survey and all data were collected anonymously.RESULTS: Thirty-nine educational programmes filled in the survey. Twenty-four programmes (61.5%) had already implemented the new Framework. Four programmes (10.3%) answered that they will not implement the new Framework in their educational programme. Positional testing will be kept in about 54% of the programmes. Craniovertebral ligament testing will be kept in about 90% of the programmes. A considerable number of educational programmes still teach end range manipulations in the middle and lower cervical spine (33.3%) and upper cervical spine (25.5%).CONCLUSIONS: The dissemination and implementation of the International IFOMPT Cervical Framework among educational programmes has been successful. However, although positional testing and craniovertebral ligament testing are excluded from the Framework, most educational programmes will keep these tests in their curriculum, which raises some concern regarding the success and impact of international consensus frameworks.
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Blockchain is a disruptive and rapidly evolving technology with diverse applications, yet its integration into non-technical curricula remains limited and under-studied. This study develops a teaching framework tailored for Business, Management and Economics (BME) programmes, addressing key pedagogical and interdisciplinary challenges. Using a mixed-methods approach, the research incorporates a survey of 129 educators from four European institutions, an analysis of 17 existing Blockchain courses, and interviews with six experts in the field. The findings highlight key barriers, including limited educator expertise and insufficient resources, and propose strategies for overcoming these challenges through accessible materials and modular, adaptable teaching approaches. By delivering actionable insights for the integration of Blockchain into higher education curricula, this study contributes to equipping students with the critical competencies required to thrive in a digital economy.
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This paper is a discussion paper to support an Erasmus+ project with the name Common European Numeracy Framework (CENF) (for adults) which will start at the end of the year 2018. In the first months of 2019 the team with participants from The Netherlands, Austria, Spain and Ireland will be in the process of collecting European examples of numeracy practices and current numeracy frameworks. At the conference we will show the results of this collection to date and the initial outline of a tentative CENF. We intend to spark comments, suggestions and insights from the participants of TWG07 - Adults Mathematics Education - to enrich the collection and as feedback on the initial outline of the CENF. Another aim is to create a network of national or regional stakeholders which will support the development of a shared framework for numeracy goals and numeracy education for adults in the 21st century.
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Assistive technology supports maintenance or improvement of an individual’s functioning and independence, though for people in need the access to assistive products is not always guaranteed. This paper presents a generic quality framework for assistive technology service delivery that can be used independent of the setting, context, legislative framework, or type of technology. Based on available literature and a series of discussions among the authors, a framework was developed. It consists of 7 general quality criteria and four indicators for each of these criteria. The criteria are: accessibility; competence; coordination; efficiency; flexibility; user centeredness, and infrastructure. This framework can be used at a micro level (processes around individual users), meso level (the service delivery scheme or programme) or at a macro level (the whole country). It aims to help identify in an easy way the main strengths and weaknesses of a system or process, and thus guide possible improvements. As a next step in the development of this quality framework the authors propose to organise a global consultancy process to obtain responses from stakeholders across the world and to plan a number of case studies in which the framework is applied to different service delivery systems and processes in different countries.
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Engineering students have to learn to create robust solutions in professional contexts where new technologies emerge constantly and sometimes disrupt entire industries. The question rises if universities design curricula that enable engineering students to acquire these cognitive skills. The Cynefin Framework (Kurtz & Snowden, 2003; Snowden & Boone, 2007) can be used to typify four complexity contexts a system or organisation can be found in: chaos, complex, complicated and obvious.The Cynefin framework made it possible to create the research question for a case-study: To what extend does the Business Engineering curriculum enable bachelors to find business solutions in the complexity contexts of the Cynefin framework? The results show that 80% of the methods are suitable for complicated contexts and no distinction is made between contexts. This means students are taught to approach most contexts in the same way and are not made aware of differences between the contexts. Making sense of the methods in the curriculum with the Cynefin framework was insightful and suggestions for improvement and further research could be substantiated
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Educational Technology (EdTech) refers to digital tools designed to advance education by enhancing teaching and learning experiences and streamlining administrative tasks. These tools play an increasingly central role in education, transforming how students learn, teachers instruct, and institutions manage resources. An EdTech ecosystem includes various stakeholders such as students, educators, institutions, EdTech providers, investors, policymakers, and researchers3. Each stakeholder plays a crucial role: students and teachers utilise the technology, institutions drive adoption, EdTech providers and investors foster innovation, policymakers establish regulations, and researchers analyse the need, design, and effectiveness of tools to shape future developments. The Dutch 3E Framework offers an evidence-informed approach to evaluate the effectiveness of EdTech. A key feature of the framework is its emphasis on continuous evaluation rather than static, one-time validation, ensuring EdTech tools are improved over time. The framework is a step towards more effective technology integration in education by making evidence-informed decision-making (in the context of development, procurement and enhancement of EdTech) an accessible and actionable process. The primary aim of the Dutch 3E Framework is not to mandate evaluation for all tools but to promote a culture where evidence-informed decision-making is embedded in all EdTech-related processes. This framework serves as a practical guide on how evidence is generated, interpreted, and used to develop, procure, and improve EdTech effectively. The framework is expected to facilitate meaningful discussions within the Dutch education community about evidence-informed evaluation of EdTech and help navigate the complexities of technology integration in education. This framework was designed for Npuls
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