We, humans have our roots in pre-Anthropocene eras where we gathered skills for survival and establishing our culture. The cumulated tacit knowledge, the skills, ideas and experiences that can only be shared by personal contact and mutual trust, is evolved and cumulated during this pre-Anthropocene era. This tacit knowledge is geared to our existence and to local circumstances, it is the indigenous knowledge necessary for local adaptation and for (cultural) perseverance. The Anthropocene era however, is characterized by rapid changes with respect to environment, climate, food sovereignty, culture and more. Our tacit knowledge needs to evolve and adapt at the same pace as changes happen in our environment and culture. Changes in the Anthropocene era are fast and disruptive thereby challenging concomitant evolution of our tacit knowledge. Urban communities are embedded in the artificial world fostering learning and adaptation of new tacit knowledge geared to artificial environments. Remote communities, living in a more natural world, are especially vulnerable to effects of the Anthropocene because they are hampered in their access to other communities and/or environments to learn from and have limited access to (new) resources to live from. are typical for interacting complex adaptive systems. The famous butterfly in Brazil causing hurricanes and disaster in Texas. Small initial events can lead to large effects, small events can also lead to effects not anticipated upon because our (explicit) knowledge is incomplete and our imagination is bounded. Panarchy, a new paradigm originating from ecological science describes and tries to explain these phenomena. Panarchy is the evolution of multiple nested complex adaptive systems inter-acting on different space and time scales into different states of self-organisation3. A nice example of panarchy is the introduction of a few couples of grey wolves in 1995in Yellowstone park who, through different cascading events including beavers, birches, grizzly and elk, eventually changed the hydrology and pattern of Yellowstone river4.Complex adaptive system and panarchy after Holling cs.Remote communities in polar areas are especially affected by changes the Anthropocene. Global environmental pollution is eventually transported by long range atmospheric and oceanic circulation to polar areas where they cumulate in glacier ice and accumulates in trophic chains. Climate change causes melting of glacier ice thereby releasing over years cumulated pollutants instantly in the environment thereby increasing exposure levels dramatically. Local communities still depending on traditional food supply are exposed to elevated levels of organic micropollutants compared to other populations monitored globally. (Gibson et al 20161).The artic area was long considered as pristine environment not touched by human environmental pollution. The unexpected effect of long range global circulation transports is accumulation of micropollutants in artic environment and biota. Unexpected effects are typical in the Anthropocene because we cannot foresee or predict effects of human actions on environment or on fellow people and communities. Another example of an unexpected effect is the emergence of a cold-war secret military base “Camp Century” out of the Greenlandic ice shelf due to decreasing snow fall caused by climate change. This exposure was not reckoned upon at the time of discarding the base in the mid-sixties. The base is full of waste including gasoline, organic micropollutants and nuclear coolants, waiting to be melted out of the ice2. The release of this waste into the environment puts another burden on the arctic communities.Unexpected phenomena Complex adaptive systems (left) consist of phases of exploitation characterized by fast exponential growth (r-phase) , followed by consolidation and conservation characterized by balanced forces and networks (K-phase) whose energy and information is released after system disruption (Ω-phase) entering the phase of reorganisation (α-phase) which initiates a new phase of exploitation again. Panarchy (right) is the cross scale nested set of adaptive systems acting on different space and time scales.Panarchy is the paradigm of transition and change. Panarchy is interaction of countless interconnected and nested complex adaptive systems. Panarchy is the paradigm where small actions can have major effects for better or worse. It is to expect the unexpected. Panarchy holds the promise of positively changing the Anthropocene. By being prepared we can anticipate upon unexpected emerging phenomena which can be used as leverage for creating change.Panarchy holds the promise that small individual actions may lead to major positive changes in environment and society. Panarchy is the promise of empowerment of the individual or local community to initiate change for reaching a new state-of-art.The constant factor in human panarchy systems is knowledge, the skills, ideas and experiences necessary for coping different phases of the adaptive cycle. Codified knowledge, the theoretical knowledge has shown to be only partial effective for predicting adaptive cycles or panarchy change events. Tacit knowledge has that capacity neither but create skills for recognizing and seizing opportunities and to be prepared upon unexpected events, for better or worse. Tacit knowledge is shared by learning by doing, by gaming, by following examples, by learning from each other in contextual settings of mutual trust.The power of art with the perspective of the artist is within this setting of mutual trust. We believe that art, when approaching challenges, can evoke chains of thoughts and (cascading) events which through tacit learning will eventually affect systems. This results not only in innovative sustainable social and industrial products but also in change of systems.We have experimented this approach within the context of SDG-labs. SDG-labs are living labs for developing new practices fostering the United Nations Sustainable Development Goals (SDG-labs)5.SDG-labs are the environment where we can experiment and create new resilient concepts for adaptation to the Anthropocene. SDG-Labs have two aspects, the first is creation of concepts for change within the lab-setting, its content; the second is the process of organisation of the lab within its environmental and societal context. The Lab itself can be regarded as a complex adaptive system while the organisation of the SDG-Lab is within panarchy, acting on multiple levels and on different scales. Both faces, content and context, of the SDG lab have their own emerging properties.For facilitation of the SDG-lab we organised workshops where creative methods based upon TRIZ ("Theory of inventive problem solving") and CPS (Creative Problem Solving) were applied. TRIZ makes use of pre-established thinking patterns and proven abstract solutions to sets of abstract problems. TRIZ provides a toolbox for solving complex (wicked) problems. TRIZ uses the heuristics of intrinsic technological and societal evolution once a concept emerges. CPS is used for application of the TRIZ toolbox, by making concrete problems abstract and abstract solutions, concrete. TRIZ and CPS makes use of analytical and design thinking. Results of these workshops are emerged pre-concepts which have the potential to create change.Contextual settings of the SDG-lab determine its rate of success. Many good ideas perish in the “valley of death”, before they can realise their full potential. The contextual setting determines acceptance and hence increases probability of idea realisation. The action of organising SDG-labs generates curiosity, enthusiasm, resistance and other emotions with people and organisations. This lead to disturbances in panarchy, which is rendered in emerging opportunities that can be seized by imaginative people.Sarasvathy and Simon (2000) coined for this approach the concept of effectuation as an entrepreneurial principle for seizing opportunities which emerge from entrepreneurial actions in contrast to causation where managerial thinking obscures seeing opportunities. Effectuation is actor dependent where given specific means, choice of effect is driven by characteristics of the actor and his or her ability to discover and use contingencies. This approach is also recognised in innovation theory where the concept of “exaptation” is explored. Exaptation is the attribution of a new functionality to an existing artefact (or organization, scientific achievement, or cultural model) (Bonifati, 2010). Once recognised, effectuation and exaptation are major change drivers based upon emergence of contingencies in existing systems.Our SDG-lab has discovered by accident the power of effectuation and exaptation for creating impact and change by using content and context of the SDG labs at the same time. Our SDG-lab has resulted in tangible results in our community. Back to the arctic pollution and its effect on people. We cannot solve this problem, however there are communities who have suffered similar problems in the past and they have found practical solutions for coping with their difficulties. People are eager to help each other as is demonstrated by the simple phenomena that when a stranger asks for directions, in most cases he will be helped by friendly people. Additionally, theoretical knowledge offers us insight into processes and opportunities we are not aware of and from which we can learn together to create new (tacit) practices. Bringing together these people in a trusted environment may lead to new insights and practices which might be worth to follow.Exploring the paradigm of panarchy as principle of change and transition has opened up our minds for seeing and seizing emerging opportunities as change drivers and this to our surprise seems very promising.
Introduction: Youth activity guideline compliance is generally low across most western countries and Dutch youth are no exception to this. Thirty-two percent of 4-11 year old boys and girls, and 15% of 12-17 year olds are currently meeting the physical activity (PA) guideline recommendations of one hour of daily moderate-to-vigorous PA (MVPA) (Hildebrandt, Ooijendijk, & Hopman Rock, 2008). Physical education (PE) has been attributed an important role in providing young people with physical activity (Kahn, et al., 2002). If sufficiently active, PE lessons could contribute to physical activity levels in youth. Therefore, the purpose of this study was to determine the overall intensity of Dutch primary and secondary school physical education (PE) lessons and the influence of various lesson characteristics on these intensity levels. Methods: Heart rates were measured using the Polar Team System in a nationally distributed sample of 913 students in 40 schools (20 primary schools and 20 secondary schools) in the Netherlands. A total of 106 lessons were assessed, with 10 students per class (5 boys and 5 girls) wearing a heart rate monitor for the duration of their PE class. Teachers were asked not to deviate from their regular PE program and to carry out their lessons as they had planned. None of the lessons had a specifically planned physical activity intensity focus. Results: Overall percentages lesson time in MVPA were 46.7% and 40.1% during primary school and secondary school PE respectively. Primary school students engaged in significantly more MVPA than did secondary school students (t (890) = 4.635, p<.001). Furthermore, results indicated a sharp decline in girls' PE intensity levels in secondary school, where boys were more active than girls (F (1,912) = 9,58, p<.01). Subsequent analyses of lesson content in secondary school students indicated that girls were less active during teamgames, but not during individual activities or lessons with a mixed subject (both teamgames and individual activities) (45.7% vs. 34.7% F (3,451) = 16.31, p<.001, figure 1). Discussion: Our results show that one PE lesson roughly accounts for one-third of the daily amount of physical activity as prescribed by activity guidelines. Furthermore, previous research has shown that by including lesson intensity as an additional lesson goal it is relatively simple to increase lesson intensity (Verstraete, Cardon, De Clercq, & De Bourdeaudhuij, 2007). Therefore, increasing lesson intensity combined with increasing the number of weekly PE lessons seems an effective strategy to increase youth physical activity through PE. However, given the curricular and time constraints in most schools, PE should not be seen as a stand-alone solution for combating inactivity. Combined with other school-based PA opportunities (active transport, active breaks) however, PE could make a meaningful contribution to daily PA in youth. Finally, the high prevalence of coeducational teamgames (61% of all lessons) in the Dutch secondary school PE curricula might prevent girls from attaining similar physical activity levels to boys during PE. Therefore, more research is needed on maximising secondary school girls' participation during teamgames.
In de Eindhovense wijk Meerhoven is er in toenemende mate sprake van jeugdoverlast. Dit concentreert zich vooral rond het winkelcentrum waar door bewoners in toenemende mate melding bij de politie melding wordt gemaakt van vernielingen, geluidsoverlast en het achterlaten van rommel. Bewoners en jongeren komen steeds meer tegenover elkaar te staan. Binnen het lopende project Bubble Games wordt een design interventie uitgevoerd om deze groepen weer dichter bij elkaar te brengen. Virtual Reality (VR) en samenwerking worden ingezet om mensen te helpen zich in ‘de ander’ en diens leefwereld te verplaatsen en daarmee begrip en empathie te bevorderen. Het stimuleren van verbindend contact tussen groepen via onderlinge samenwerking bevordert positieve beeldvorming over en weer. De interventie die ontwikkeld is in het lopende Bubble Games project is echter lastig opschaalbaar vanwege de hoge kosten die ermee zijn gemoeid. De gemeente Eindhoven heeft aangegeven behoefte te hebben aan een praktische vertaling van de resultaten uit Bubble Games die kan worden ingezet in andere wijken in de stad. Immers, politie en het jeugd- en jongerenwerk hebben vaker te maken met groepen waartussen spanningen bestaan. Er is dan ook behoefte aan een ‘pocket size’ versie van de interventie die (a) aansluit bij de leefwereld van jongeren, (b) relatief makkelijk is in te zetten en (c) groepen dichterbij elkaar brengt. Tot op heden wordt in het jeugd- en jongerenwerk veelal gebruik gemaakt van de dialoog als middel om partijen tot elkaar te brengen. De nieuw te ontwerpen tool vormt een vernieuwende aanvulling op deze bestaande werkwijze. Voor het ontwikkelen en testen van een proof-of-concept wordt voortgebouwd op de kennis die is opgedaan binnen het lopende Bubble Games project. In co-creatie met de doelgroep worden de werkzame mechanismen vertaald naar ontwerpen en ontwerprichtlijnen voor een schaalbare (laagdrempelige en adaptieve) tool.
The latest IPCC Report (2022) provided by the UN shows us that, to guarantee a safe future for upcoming generations, we must change how we lead our lives on several levels. However, the increasing urgency to act and behave in a way that is not damaging the climate is bringing many psychological concerns to young generations. Worldwide reports are demonstrating how the issue of eco-anxiety is increasing daily, and how young people are feeling more hopeless than ever. Climate change has become a climate crisis, and individuals are experiencing pressure and fear incessantly (Marks et al., 2021). We, as Climate Streamers, have often found ourselves in this situation as well, but rather than freezing, we decided to take this challenge and think of solutions. Therefore, with the support of Breda University of Applied Sciences, the Performatory community, the BUas Startup Support Team, and outside mentors, we created Climate Streamers Foundation: a new youth-led non-profit organisation and a movement working towards a more inclusive and less polarised climate action. By working with leisure elements and a positive and appreciative approach, we want to give back hope, voice and power to the youth and inspire each other genuinely and sustainably. The purpose of this application is to allow us to elaborate a feasibility study concerning our MVP (minimum viable product), the card game, and boost the overall concept. We intend to implement the researched data to improve the design and sales management. The card game aims to stimulate appreciative conversations by giving space to players to express their opinions and personal stories and it is designed so everyone can play it, regardless of background and knowledge. After giving 200 games in production, we launched the card game in July 2022.
Insecten hebben het al decennia lang moeilijk. De aantallen insecten en verscheidenheid in insecten neemt af (Hallmann, 2017). Door een afnemende biodiversiteit neemt de stabiliteit van onze ecosystemen af. Gewas bestuivende wilde insecten hebben een grote rol in bestuiving van open geteelde gewassen. De landbouw is afhankelijker geworden van bestuivende insecten. Honingbijen en wilde bijen zijn beiden belangrijke bestuivers in de landbouw. Er is echter een tekort aan voedsel voor alle bijen. Dit leidt nu tot een gepolariseerde discussie over concurrentie om voedsel. Deze discussie is zelden gebaseerd op feiten die passen bij de situatie. We willen de polarisatie doorbreken met antwoorden over de voedselvoorziening voor bijen in Nederlandse landschapssituaties. Daartoe is onderzoek nodig naar de dracht van verschillende landschapstypen. Kort samengevat: hoeveel bijenvolken kunnen in een bepaald gebied staan? Imkersverenigingen willen dit weten. We willen dit meten met online meetapparatuur bij honingbijenvolken. Tegelijk meten we het effect van de aanwezigheid van honingbijen op de biodiversiteit en dichtheid van andere bestuivende insecten. Dit zal leiden tot een gedegen opzet voor onderzoek, adviezen voor plaatsing in verschillende landschapstypen in Nederland en een aanvraag voor vervolgonderzoek met als doel een verbeterde inrichting en gebruik van landschapstypen in Nederland ten behoeve van honingbijen en wilde bijen.