Tinto’s integration theory has highly influenced research on student success in Europe and America. However, due to the complexity of the theory and the enormous amount of variables, the theory is not suitable for use in regular evaluations in higher education.By including only the best-proven predictive variables, I reduced the amount of variables from Tinto’s theory, avoiding the capitalization of chance and establishing a more easy to use model for teachers and management. The latent variable ‘satisfaction’ was built by using a fraction of the original manifest variables. It was tested, using principal component analysis, in a previous study to prove a good fit of the model. In this paper I focus on the role of background variables (gender, ethnicity, previous education and living situation), to measure their possible influence. A multi-group comparison (X2 difference test) in SPSS AMOS is conducted and path analysis is done to uncover differences on individual paths between the variables.This paper is part of my PhD research, wherein I investigate the possible influence of the use of social media by first year students in higher education.
Poster presented at EFYE 2018. Strengthening the wellbeing of students is an increasingly important approach of the development of students’ social, emotional and academic skills. Personal wellbeing motivates, among other things, students to learn and increases academic involvement and performance accordingly (Noble et al., 2008). According to the Centre for Education of Statistics and Evaluation (CESE, 2015) the educational welfare of students is also important for another reason; the recognition that teaching is not just about achieving academic performance, but also about the welfare of the student as a whole (intellectual, physical, social, emotional, moral and spiritual). Recent studies indicate that more and more students suffer from (mental) health problems (LSvB 2013, 2017; Schaufeli et al., 2002). The aim of the Student Wellbeing Project at Inholland University of Applied Sciences is to 1) investigate the state of student wellbeing in Dutch higher education and investigate the factors that influence wellbeing, 2) explore and offer best practices to improve student wellbeing (curative and preventive) 3) establish a strong (international) partnership and collaborate to improve student wellbeing.
For my PhD research I build a structural model to predict student success. Initially to show the influence of social media use by first year students in higher education. However, for this research I use the model to investigate the predictive value of a student choice test. This test is mandatory for all students prior to their enrolment at the Amsterdam University of Applied Sciences. In this study two of the Institutes (Communication and Creative Business/Media, Information and Communication) of the Faculty of Digital Media and the Creative Industries participated with a first year enrollment in the year 2017 of 1010 students (respectively of 327 and 683), and in 2018, 1193 students (respectively 225 and 968). This study choice test involved an assignment that the student-to-be had to do at home and bring to the Institute when they took part in the second half of the study choice test. This second half involved an exam in topics central to the curriculum, a Dutch language test and all students had a final meeting with a teacher where they were given a positive or negative advice. Because of the large number of students, a substantial number of teachers and resources were used for this test. In order to see the pros and cons of the test, the predictive value was tested along with other variables which are proven to have a predictive value on student success. The best proven variables from Tinto’s theory were included, based on previous studies. The central variable in Tinto’s study is ‘satisfaction’ (which in other research is revert to as ‘engagement’ of ‘belonging’), consisting originally of a vast number of manifest variables. By using a fraction of those variables, I simplified the model, so it was an easier tool to use for teachers and management and in the meantime, avoiding the capitalization of chance. The smaller latent variable ‘satisfaction’ was tested using principal component analysis to prove the manifest variables where in fact representing one latent variable. Cronbach’s alpha and Guttman’s lambda-2 then provided the internal consistency and reliability of the variable. Along with ‘satisfaction’, the model included different background variables (gender, prior education, ethnicity), commitment and effort, expected progress and of course study success. This was measured by the time it takes a student to finish all first year exams and the average grade point (GPA). SPSS AMOS was used for testing the fit of the model and showed reasonable values for the normed fit index (NFI), the comparative fit index (CFI), the Tucker-Lewis Index (TLI) and the root mean square error of approximation (RMSEA). The advice from the study choice test and the scores were tested in the model to uncover if there was a significant difference. Furthermore, the influence of all variables in the model were compared for their influence on study success.
Energy transition is key to achieving a sustainable future. In this transition, an often neglected pillar is raising awareness and educating youth on the benefits, complexities, and urgency of renewable energy supply and energy efficiency. The Master Energy for Society, and particularly the course “Society in Transition”, aims at providing a first overview on the urgency and complexities of the energy transition. However, educating on the energy transition brings challenges: it is a complex topic to understand for students, especially when they have diverse backgrounds. In the last years we have seen a growing interest in the use of gamification approaches in higher institutions. While most practices have been related to digital gaming approaches, there is a new trend: escape rooms. The intended output and proposed innovation is therefore the development and application of an escape room on energy transition to increase knowledge and raise motivation among our students by addressing both hard and soft skills in an innovative and original way. This project is interdisciplinary, multi-disciplinary and transdisciplinary due to the complexity of the topic; it consists of three different stages, including evaluation, and requires the involvement of students and colleagues from the master program. We are confident that this proposed innovation can lead to an improvement, based on relevant literature and previous experiences in other institutions, and has the potential to be successfully implemented in other higher education institutions in The Netherlands.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
“Empowering learners to create a sustainable future” This is the mission of Centre of Expertise Mission-Zero at The Hague University of Applied Sciences (THUAS). The postdoc candidate will expand the existing knowledge on biomimicry, which she teaches and researches, as a strategy to fulfil the mission of Mission-Zero. We know when tackling a design challenge, teams have difficulties sifting through the mass of information they encounter. The candidate aims to recognize the value of systematic biomimicry, leading the way towards the ecosystems services we need tomorrow (Pedersen Zari, 2017). Globally, biomimicry demonstrates strategies contributing to solving global challenges such as Urban Heat Islands (UHI) and human interferences, rethinking how climate and circular challenges are approached. Examples like Eastgate building (Pearce, 2016) have demonstrated successes in the field. While biomimicry offers guidelines and methodology, there is insufficient research on complex problem solving that systems-thinking requires. Our research question: Which factors are needed to help (novice) professionals initiate systems-thinking methods as part of their strategy? A solution should enable them to approach challenges in a systems-thinking manner just like nature does, to regenerate and resume projects. Our focus lies with challenges in two industries with many unsustainable practices and where a sizeable impact is possible: the built environment (Circularity Gap, 2021) and fashion (Joung, 2014). Mission Zero has identified a high demand for Biomimicry in these industries. This critical approach: 1) studies existing biomimetic tools, testing and defining gaps; 2) identifies needs of educators and professionals during and after an inter-disciplinary minor at The Hague University; and, 3) translates findings into shareable best practices through publications of results. Findings will be implemented into tangible engaging tools for educational and professional settings. Knowledge will be inclusive and disseminated to large audiences by focusing on communication through social media and intervention conferences.