In clinical practice, identifying positive and negative attitudes toward older patients is very important to improve quality of care provided to them. The Older People in Acute Care Survey – United States (OPACS-US) is an instrument measuring hospital nurses attitudes regarding older patients. However, psychometrics have never been assessed. Furthermore, knowledge being related to attitude and behavior should also be measured complementing the OPACS-US. The purpose of this study was to assess structural validity and reliability of the OPACS-US and assess whether the OPACS-US can be complemented with the Knowledge about Older Patients-Quiz (KOP-Q). A multicenter cross sectional design was conducted. Registered nurses (n = 130, mean age 39,9 years; working experience 14,6 years) working in four general hospitals were included in the study. Nurses completed the OPACS-US section A: practice experiences, B: general opinion and the KOP-Q online. Findings demonstrated that the OPACS-US is a valid and reliable survey instrument that measures practice experiences and general opinion. Furthermore, the OPACS-US can be combined with the KOP-Q adding a knowledge construct, and is ready for use within education and/or quality improvement programs in the USA.
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In recent years, Dutch authorities have attempted to shift from formal to informal care responsibilities to meet an increasing demand for care. There is a growing expectation that social and healthcare professionals will actively involve, support, and collaborate with partners, family members, and others who provide informal care. However, the practical implementation of such collaborations is not yet evident. In this qualitative study, 37 individual interviews and eight focus groups were conducted to explore the preferences of informal caregivers in the Netherlands regarding their collaboration with social and healthcare professionals. In recognition of the growing consensus that professionals should tailor their approach to caregivers’ individual circumstances, we adopted an intersectional approach to examine the relationship between caregivers’ social positions and preferences as well as the impact of systemic and power dynamics on these collaborations. The findings indicate that most of caregivers’ worries concerning collaborations are rooted in the organisational context of their interactions with professionals rather than the interactions themselves. Caregivers’ social positions do not necessarily lead to varying opinions regarding collaboration with professionals; however, caregivers do expect professionals to be aware of their social positions, as these positions shape the context within which informal care is provided and determine how easily caregivers can integrate care responsibilities into their lives. To enhance collaboration between caregivers and professionals in the short term, care organisations and social and healthcare educational programmes should encourage a professional mindset that recognises caregivers as equal partners in care. It is essential for professionals to acknowledge the caregiver’s role and devise strategies for arranging care together that build on the existing relationship between the caregiver and care recipient.
Advanced technology is a primary solution for the shortage of care professionals and increasing demand for care, and thus acceptance of such technology is paramount. This study investigates factors that increase use of advanced technology during elderly care, focusing on current use of advanced technology, factors that influence its use, and care professionals’ experiences with the use. This study uses a mixed-method design. Logfiles were used (longitudinal design) to determine current use of advanced technology, questionnaires assessed which factors increase such use, and in-depth interviews were administered to retrieve care professionals’ experiences. Findings suggest that 73% of care professionals use advanced technology, such as camera monitoring, and consult clients’ records electronically. Six of nine hypotheses tested in this study were supported, with correlations strongest between performance expectancy and attitudes toward use, attitudes toward use and satisfaction, and effort expectancy and performance expectancy. Suggested improvements for advanced technology include expanding client information, adding report functionality, solving log-in problems, and increasing speed. Moreover, the quickest way to increase acceptance is by improving performance expectancy. Care professionals scored performance expectancy of advanced technology lowest, though it had the strongest effect on attitudes toward the technology.
Receiving the first “Rijbewijs” is always an exciting moment for any teenager, but, this also comes with considerable risks. In the Netherlands, the fatality rate of young novice drivers is five times higher than that of drivers between the ages of 30 and 59 years. These risks are mainly because of age-related factors and lack of experience which manifests in inadequate higher-order skills required for hazard perception and successful interventions to react to risks on the road. Although risk assessment and driving attitude is included in the drivers’ training and examination process, the accident statistics show that it only has limited influence on the development factors such as attitudes, motivations, lifestyles, self-assessment and risk acceptance that play a significant role in post-licensing driving. This negatively impacts traffic safety. “How could novice drivers receive critical feedback on their driving behaviour and traffic safety? ” is, therefore, an important question. Due to major advancements in domains such as ICT, sensors, big data, and Artificial Intelligence (AI), in-vehicle data is being extensively used for monitoring driver behaviour, driving style identification and driver modelling. However, use of such techniques in pre-license driver training and assessment has not been extensively explored. EIDETIC aims at developing a novel approach by fusing multiple data sources such as in-vehicle sensors/data (to trace the vehicle trajectory), eye-tracking glasses (to monitor viewing behaviour) and cameras (to monitor the surroundings) for providing quantifiable and understandable feedback to novice drivers. Furthermore, this new knowledge could also support driving instructors and examiners in ensuring safe drivers. This project will also generate necessary knowledge that would serve as a foundation for facilitating the transition to the training and assessment for drivers of automated vehicles.
In 2007 at Ropecon, a large Finnish roleplaying convention, Emily Care Boss coined the term bleed to refer to emotional transference that sometimes happened to players of roleplaying games. Bleed describes an effect where emotions and attitudes experienced while roleplaying a character continue on after the roleplaying session was over, or the other way around, where a player brings their own feelings into the character they are embodying. For example, a player would roleplay a romance with another player's character, and then develop feelings for said player after the game was over. Bleed can create powerful effects in a roleplaying session, both positive and negative, which has resulted in the development of various best practices and safety tools that analogue game designers can draw upon, and roleplaying games frequently have mechanics designed around inducing and maximizing particular types of bleed in their players. Bleed mechanics lend themselves particularly well to exploring queer and otherwise marginalized identities, generating empathy, and exploring acts of political resistance. They are a powerful tool in the analogue game designers’ toolbox. Digital games make comparatively far less use of bleed in their designs than analogue games—the concept of bleed is not well-known among digital game designers. Consequently, there is little guidance for designing digital bleed mechanics, and insufficient safety tools with which to do so. With how powerful these effects can be, the knowledge and tools gaps for digital games needs addressing. This research project will create primarily digital narrative games that are explicitly designed to invoke bleed, and seeks to provide designers with new frameworks and safety tools to create bleed effects for digital games. Games will be created with varying themes and approaches regarding identity and storytelling to explore how, in particular, narrative design influences bleed in digital games.