Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder awareness for IGL, and allow individuals to practice skills related to it. By interviewing members of the European Union (EU)-funded SILVER-project we aim to find out suitable contexts, interventions and mechanisms that allow us to design such a game. Based on the interviews we found out that the game should be easily contextualized so that it works in—or is easily adapted to—different countries and cultures. For example sports or nature could be such contexts. As for mechanisms and interventions we found out that there are many possibilities. We conclude that such a logical combination of mechanisms and interventions that support the selected context must be chosen.
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Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.
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This literature review explores ways older workers might continue to make waves and impact their work organization. The topic of the paper is grounded in the problem of an ageing organizational population looming in the near future. The work presented here is a start to helping management in knowledge-intensive organizations to understand how to effectively utilize the capacities of older knowledge workers by stimulating intergenerational learning as a means to retain critical organizational knowledge, encourage innovation and promote organizational learning through knowledge building. First, the concept of intergenerational learning is developed followed by a discussion of the organizational factors important for it to take place. The last section presents ideas on how to design and implement intergenerational learning as an organizational development program.
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The workforce in the EU is ageing, and this requires investment in older workers so that the organisations in which they work remain competitive and viable. One such investment takes the form of organising and facilitating intergenerational learning: learning between and among generations that can lead to lifelong learning, innovation and organisational development. However, successfully implementing intergenerational learning is complex and depends on various factors at different levels within the organisation. This multidisciplinary literature review encompasses work from the fields of cognitive psychology, occupational health, educational science, human resource development and organisational science and results in a framework that organisations can use to understand how they can create the conditions needed to ensure that the potential of their ageing workforce is tapped effectively and efficiently. Although not a comprehensive review, this chapter serves as a basis for further empirical research and gives practitioners an insight into solving a growing problem.
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Dit EU gesubsidieerd onderzoek was een 2 jaar EU-breed initiatief en resulteerde in een reeks instrumenten om organisaties te helpen met het organiseren van leren tussen generaties. In een vergrijzende maatschappij is het belangrijk dat organisaties de capaciteiten van oudere medewerkers beter benutten, in plaats van hun uit de organisatie zo snel mogelijk zien te krijgen. Het organiseren van leren tussen de generaties is een manier om dit probleem van onderbenutting en anderen te helpen. Voordelen van het gebruik van intergeneratie-leren zijn: het vermijden van kennisverlies en vaardigheden, het verbeteren van mobiliteit door oudere medewerkers, het vergroten van competenties van oudere en jongere medewerkers en het stimuleren van duurzame innovatie
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Presentation given at CEDEFOP, Thessaloniki, Greece. October, 2014
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Lectorale rede
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Game development businesses often choose Lua for separating scripted game logic from reusable engine code. Lua can easily be embedded, has simple interfaces, and offers a powerful and extensible scripting language. Using Lua, developers can create prototypes and scripts at early development stages. However, when larger quantities of engine code and script are available, developers encounter maintainability and quality problems. First, the available automated solutions for interoperability do not take domain-specific optimizations into account. Maintaining a coupling by hand between the Lua interpreter and the engine code, usually in C++, is labour intensive and error-prone. Second, assessing the quality of Lua scripts is hard due to a lack of tools that support static analysis. Lua scripts for dynamic analysis only report warnings and errors at run-time and are limited to code coverage. A common solution to the first problem is developing an Interface Definition Language (IDL) from which ”glue code”, interoperability code between interfaces, is generated automatically. We address quality problems by proposing a method to complement techniques for Lua analysis. We introduce Lua AiR (Lua Analysis in Rascal), a framework for static analysis of Lua script in its embedded context, using IDL models and Rascal.
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The medical back belt with integrated neuromuscular electrical stimulation is anorthopedic device, which has two main functions. The first function is to stimulate the backmuscles by using a neuromuscular electrical stimulation device that releases regular,electrical impulses. The second function of the medical back belt is the stabilization of theback after lumbar disk herniation’s so that a straight posture can be realized.The product has the opportunity to give lumbar back support and encourage the back musclesto prevent muscle weakness. The integrated neuromuscular electrical stimulation in the beltconsists out of two main components: The NMES device and the textile electrodes. Byactivating the NMES device it transmits electrical impulse to the textile electrodes, which canprickle the muscles.In the future, this product possibly can make a straight posture of the back andsimultaneously stimulation of the back muscles possible. Paper for the 14th Autex World Textile Conference, May 26th-28th, Bursa, Turkey.
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Community-dwelling stroke survivors tend to become less physically active over time. There is no ‘gold standard’ to measure walking activity in this population. Assessment of walking activity generally involves subjective or observer-rated instruments. Objective measuring with an activity monitor, however, gives more insight into actual walking activity. Although several activity monitors have been used in stroke patients, none of these include feedback about the actual walking activity. FESTA (FEedback to Stimulate Activity) determines number of steps, number of walking bouts, covered distance and ambulatory activity profiles over time and also provides feedback about the walking activity to the user and the therapist.
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