Dit onderzoeksrapport past in een nieuwe ontwikkeling in de gezondheidscommunicatie, waarbij medische wenselijkheden (hier: afvallen) worden verbonden met sociale omstandigheden. Het laatste betekent twee dingen. Ten eerste accepteren we hiermee dat veel mensen zelf niet actief op zoek gaan naar, en vaak ook niet zitten te wachten op, gezondheidsinformatie. De boodschap moet dus in een aantrekkelijke vorm en op een toegankelijke manier naar hen toe gebracht worden, waardoor deze toch (eventueel terloops) wordt meegenomen. Ten tweede accepteren we ook dat, in tegenstelling tot wat vaak wordt verondersteld, veel mensen niet leren en veranderen door een toename in kennis van het gezondheidskundige probleem en het gewenste gedrag. Een dergelijke leerroute is wel mogelijk, maar het alternatief gaat veeleer uit van de alledaagse praktijk, waarin mensen (soms) proberen gezonder te leven, in een bepaalde sociale omgeving, in relatie met anderen, waarin heel diverse zaken meespelen en motieven voor gezond gedrag botsen met verschillende concurrerende motieven (zoals bijvoorbeeld gemak, gewoonte, en geld). Hoe je in zo'n context dan van a naar b moet, hoe je je leven dan anders moet inrichten, dat is de inzet van die alternatieve leerroute. Een van de meest opvallende varianten van dit nieuwe denken is de Entertainment-Education (E&E) Strategy, waarbij educatieve boodschappen worden verweven met amusement. Dat is in Nederland geprobeerd in de TV-serie 'Voor dik & dun'. Deze serie is volgens de E&E formule ontwikkeld. De vraag was of dit werkt (zowel in de praktijk als met betrekking tot het effect). Om die vraag te beantwoorden hebben we - en dit wordt nog weinig gedaan - een opzet gekozen waarin meerdere perspectieven zijn geïntegreerd: het perspectief van de programmamakers, dat van gezondheidsprofessionals en (uiteraard) dat van de kijkers zelf. Bij de laatsten hebben we zowel een kwalitatieve als kwantitatieve onderzoekslijn gevolgd.
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Previous research suggests that narrative engagement (NE) in entertainment-education (E-E) narratives reduces counterarguing, thereby leading to E-E impact on behavior. It is, however, unclear how different NE processes (narrative understanding, attentional focus, emotional engagement, narrative presence) relate to different thought types (negative or positive; about the narrative form or about the target behavior) and to E-E impact. This study explores these relations in the context of alcohol binge drinking (BD). Participants (N = 172) watched an E-E narrative showing negative BD consequences, thereby aiming to discourage BD. The main findings were that the E-E narrative had a positive impact on discouraging BD on almost all assessed BD determinants such as beliefs and attitude. It was shown that attentional focus, emotional engagement, and narrative presence were associated with BD-discouraging impact, albeit on different BD-related determinants. No evidence was found that negative thoughts about BD mediated these associations. From this, we conclude that attentional focus, emotional engagement, and narrative presence were important for E-E impact but that negative thoughts about BD did not play a role therein. The study’s empirical and practical implications are discussed.
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Frederiek Bennema introduces foraging as a strategy for learning and research within higher art education, and as a practice and an attitude focused on ecological thinking, care and dialogue. This article aims to offer insights into foraging and how it helps students navigate the landscape of art education. It further discusses how foraging relates to artistic research and how it can help position artistic research in relation to more established forms of research.
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The purpose of this paper is to discuss the insights gained by testing in a design studio a particular research-by-design strategy, focusing on the generation of innovative solutions for climate change adaptation. The strategy is based on the Design Thinking Process and has been applied in the climate adaptation design studio, which took place in 2022 at a Master of Architecture degree program in the Netherlands. The case study area was the Zernike university campus in Groningen, the Netherlands, which is situated in the verge between the city and the surrounding rural landscape, facing the urgent climate change challenges of the wider region, mainly floodings due to increased frequency of rainfalls and sea level rise. Furthermore, the area faces particular challenges, such as the increasing demand for serving additional needs, beyond the current educational and business related functions, such as (student) housing. Three indicative design research projects were selected to illustrate the tested research-by-design strategy, while systematic input has been collected from the participating students regarding the impact of this strategy on their design process. The results reveal that this strategy facilitates the iterative research-by-design process and hence offers a systematic approach to convert the threats of climate change into opportunities by unravelling the potentials of the study area, resulting in place-based, innovative and adaptive solutions.
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The design of health game rewards for preadolescents Videogames are a promising strategy for child health interventions, but their impact can vary depending on the game mechanics used. This study investigated achievement-based ‘rewards’ and their design among preadolescents (8-12 years) to assess their effect and explain how they work. In a 2 (game reward achievement system: social vs. personal) x 2 (game reward context: in-game vs. out-game) between-subjects design, 178 children were randomly assigned to one of four conditions. Findings indicated that a ‘personal’ achievement system (showing one’s own high scores) led to more attention and less frustration than a ‘social’ achievement system (showing also high scores of others) which, in turn, increased children’s motivation to make healthy food choices. Furthermore, ‘out’-game rewards (tangible stickers allocated outside the game environment) were liked more than ‘in’-game rewards (virtual stickers allocated in the game environment), leading to greater satisfaction and, in turn, a higher motivation to make healthy food choices.
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This paper explores the application of Self-Concepts, a Semantic-Differential Scale-based methodology, to evaluate a Serious Game designed for cognitive impairment assessment using the MoCA test and augmented reality (AR) for mobility analysis. A case study involved seven elderly participants. Despite some challenges in navigating the AR environment and cognitive tests, self-concept evaluations consistently demonstrated high user expectations and positive experiences with the digital artifact. This study validates the process and highlights the potential of Self-Concepts in assessing product acceptance within user groups.
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This publication by Kathryn Best accompanied the Lector’s inauguration as head of the research group Cross-media, Brand, Reputation & Design Management (CBRD) in January 2011. The book outlines current debates around the Creative Industries, business and design education and the place of ’well being’ in society, the environment and the economy, before focusing in on the place for design thinking in creative and innovation processes, and how this is driving new applied research agendas and initiatives in education and industry.
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Social media has become ubiquitous in the daily personal lives of students and teachers alike. But the question remains if social media should be integrated effectively in higher education or if it should be left out in the realm outside the classroom. This paper explores how students use social media in school, whether or not they find social media useful in the learning process and provides further discussion on the importance of adopting a social media strategy in the education sector. The authors facilitated a study in 2010 and a follow-up survey in 2011 to students taking the course International Media and Entertainment Management at NHTV Breda University of Applied Sciences in the Netherlands to assess how students are using social media in a learning environment. The study reveals a need for social media to be used as a learning tool in order to promote active participation through content creation and encourage a virtual space for dynamic dialogue which in turn helps link formal and informal learning connecting students, teachers, and colleagues around the world. But more complex issues such as privacy, copyright, policing and governance of social media needs to be addressed.
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THE USE OF MODERN METHODS AND ADVANCED TECHNIQUES FOR A BETTER UNDERSTANDING OF THE FRONTIER DEVELOPMENT
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