In this cross-sectional study, we assessed the feasibility of completing the Patient-Generated Subjective Global Assessment (PG-SGA) in long-stay nursing home residents.
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This study explores how 33 student teachers’ reflections during 106 ‘bumpy moments’ while in an international student teaching internship reveal their professional beliefs, and how the moments make the student teachers reflect upon their subjective educational theories. Student teachers described four themes of professional beliefs: (1) pedagogical content knowledge, (2) school context, (3) organisational skills and (4) self-reflection. Their reflections highlighted aspects of their subjective educational theories when they perceived they lacked an appropriate practical teaching strategy or they had pedagogical interactions with pupils or supervisors. The student teachers’ reflections on pedagogical interactions in a cross-cultural context made them aware of moral dimensions in teaching and their own position during normative (inter)actions. The findings of this study indicate that teacher educators should focus on everyday teaching details that occur during bumpy moments in a student’s teaching practice to explicate larger concepts such as the student teachers’ beliefs.
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Leisure research on adolescent females’ holiday experiences, and how these experiences may contribute to their happiness is scarce. Recent work in the area of positive psychology has suggested that novelty within an experience may enhance positive emotions and life satisfaction which together comprise subjective well-being (SWB), a common conceptualization of happiness. The purpose of this paper was to test the direct influence of activity novelty and the mediating influence of emotion balance (the balance between positive and negative emotions) on life satisfaction for a group of adolescent females on a winter holiday. As part of a larger study, participants (n = 74) were German girls aged 12–17 years who completed a diary-based questionnaire for 21 consecutive days (before, during, and after their holiday). A conditional process analysis indicated that activity novelty may have a positive or negative influence on emotion balance depending on pre-vacation activity novelty patterns. Furthermore, while novelty does not have a direct influence on life satisfaction, it has a positive indirect influence through emotion balance. This study provides evidence that holiday experiences can contribute to young women’s SWB and highlights the important role of emotions during such experiences. In addition, results support the use of a positive psychology framework to understand adolescent vacationers’ experiences.
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Digital innovations in the field of immersive Augmented Reality (AR) can be a solution to offer adults who are mentally, physically or financially unable to attend sporting events such as premier league football a stadium and match experience. This allows them to continue to connect with their social networks. In the intended project, AR content will be further developed with the aim of evoking the stadium experience of home matches as much as possible. The extent to which AR enriches the experience is then tested in an experiment, in which the experience of a football match with and without AR enrichment is measured in a stadium setting and in a home setting. The experience is measured with physiological signals. In addition, a subjective experience measure is also being developed and benchmarked (the experience impact score). Societal issueInclusion and health: The joint experience of (top) sports competitions forms a platform for vulnerable adults, with a limited social capital, to build up and maintain the social networks that are so necessary for them. AR to fight against social isolation and loneliness.
In the last decade, the automotive industry has seen significant advancements in technology (Advanced Driver Assistance Systems (ADAS) and autonomous vehicles) that presents the opportunity to improve traffic safety, efficiency, and comfort. However, the lack of drivers’ knowledge (such as risks, benefits, capabilities, limitations, and components) and confusion (i.e., multiple systems that have similar but not identical functions with different names) concerning the vehicle technology still prevails and thus, limiting the safety potential. The usual sources (such as the owner’s manual, instructions from a sales representative, online forums, and post-purchase training) do not provide adequate and sustainable knowledge to drivers concerning ADAS. Additionally, existing driving training and examinations focus mainly on unassisted driving and are practically unchanged for 30 years. Therefore, where and how drivers should obtain the necessary skills and knowledge for safely and effectively using ADAS? The proposed KIEM project AMIGO aims to create a training framework for learner drivers by combining classroom, online/virtual, and on-the-road training modules for imparting adequate knowledge and skills (such as risk assessment, handling in safety-critical and take-over transitions, and self-evaluation). AMIGO will also develop an assessment procedure to evaluate the impact of ADAS training on drivers’ skills and knowledge by defining key performance indicators (KPIs) using in-vehicle data, eye-tracking data, and subjective measures. For practical reasons, AMIGO will focus on either lane-keeping assistance (LKA) or adaptive cruise control (ACC) for framework development and testing, depending on the system availability. The insights obtained from this project will serve as a foundation for a subsequent research project, which will expand the AMIGO framework to other ADAS systems (e.g., mandatory ADAS systems in new cars from 2020 onwards) and specific driver target groups, such as the elderly and novice.
Due to their diverse funding sources, theatres are under increasing pressure to demonstrate impact on society. The Raad voor Cultuur (2023) for example advised the secretary of state to include societal impact as an additional evaluation measure next to artistic value. Many theaters, such as the Chassé Theater and Parkstad Limburg Theaters, have reformulated their missions to focus on impact of performances on visitors. This is a profound transformation from merely selling tickets and filling seats, and requires new measurement instruments to monitor, manage, and improve impact. Currently available instruments are insufficient, and effective monitoring is crucial to larger future projects that theaters are currently planning to systematically broaden impacts of performances on their communities. The specific goal of this project is to empower theaters to monitor and improve impact by developing a brief experience impact questionnaire, taking existing data from student projects conducted at the Chassé Theater about performing arts experiences on one hand, and experience impact theory innovations on the other, as starting points. We will develop potential items to measure and benchmark against established measures of valued societal outcomes, such as subjective well-being and quality of life. These will be measured in questionnaires developed with project partners Chassé Theater and Parkstad Limburg Theaters and administered before and after performances across a wide range of genres. The resulting data will enable comparison of new questionnaire items with benchmarked measures of valued societal outcomes. The final product of the project will be a brief impact questionnaire, which within several brief self-report instruments and just a few minutes can effectively be used to quantify the impact of a performing arts experience. A workshop and practice-oriented article will make this questionnaire implementable, thereby mobilizing the key enabling methodology of monitoring and impact measurement in the performing arts sector.