The potential for Artificial Intelligence is widely proclaimed. Yet, in everyday educational settings the use of this technology is limited. Particularly, if we consider smart systems that actually interact with learners in a knowledgeable way and as such support the learning process. It illustrates the fact that teaching professionally is a complex challenge that is beyond the capabilities of current autonomous robots. On the other hand, dedicated forms of Artificial Intelligence can be very good at certain things. For example, computers are excellent chess players and automated route planners easily outperform humans. To deploy this potential, experts argue for a hybrid approach in which humans and smart systems collaboratively accomplish goals. How to realize this for education? What does it entail in practice? In this contribution, we investigate the idea of a hybrid approach in secondary education. As a case-study, we focus on learners acquiring systems thinking skills and our recently for this purpose developed pedagogical approach. Particularly, we discuss the kind of Artificial Intelligence that is needed in this situation, as well as which tasks the software can perform well and which tasks are better, or necessarily, left with the teacher.
The Kuyichi teaching case will challenge students to think about how circular business models can contribute to sustainability and dives into the challenges of setting up a resale business model in the context of sustainable fashion. The case provides an engaging real-world example to aid students in their learning journey and is accompanied by an extensive teaching note (including supplementary material). The case is part of the educational output from the CIE - CONESU project, funded by taskforce for Applied Research SIA.
MULTIFILE
In honours programmes, teachers face the task of designing courses in which students feel challenged and learn from accomplishing demanding assignments. The aim of this study was to investigate students’ and teachers’ perceptions of challenge and learning in an honours programme. From 2016 to 2019, students and teachers rated the learning activities during the programme and explained their ratings. The results showed that in the first two years, teachers estimated challenge and learning significantly higher than the students did. However, both students and teachers viewed the tasks as the factor with the strongest impact on challenge and learning. In the first year, students also identified group dynamics as challenging and a source for learning. Enhancing task complexity and supporting group dynamics are the main factors to adjust the level of challenge in an honours programme. Monitoring students’ and teachers’ perceptions can help to adapt the programme to improve students’ learning.
MULTIFILE
Adaptieve expertise en flexibiliteit zijn belangrijke competenties. Professionals zullen moeten meebewegen met veranderende werkomstandigheden en in staat zijn om die veranderingen vorm te geven. Dit (ontwerp)onderzoek vindt plaats in innovatieve leerwerkomgevingen in bachelor- en masteropleidingen en beschrijft en verklaart de werking van deze innovaties m.b.t. de ontwikkeling van adaptieve expertise.Doel Adaptatwork wil inzicht geven in werkzame mechanismes in en praktische tools ontwerpen voor de ontwikkeling van adaptieve expertise tijdens werkplekleren. Resultaten Wetenschappelijke kennis over de ontwikkeling van adaptieve expertise in hoger onderwijs Praktijkkennis en expertise voor het hoger onderwijs Toepasbare producten voor docenten en stakeholders Looptijd 01 juli 2020 - 31 december 2023 Aanpak Reviews naar adaptieve expertise en mechanismes die dat bevorderen, casestudies, meta-analyse en valorisatie. Wonen 3.0 Het project Wonen 3.0 dient als casus voor dit onderzoek. In deze leerwerkomgeving wordt praktisch onderzoek uitgevoerd op de vraagstukken van de maatschappij rondom het thema wonen in de setting van een modern leerwerkbedrijf. Bedrijven en instellingen, onderzoekers en studenten (als young professionals) ontwikkelen hierin samen nieuwe inzichten en werkende oplossingen. Het onderwijs is gebaseerd op challenge-based learning.
The pace of technology advancements continues to accelerate, and impacts the nature of systems solutions along with significant effects on involved stakeholders and society. Design and engineering practices with tools and perspectives, need therefore to evolve in accordance to the developments that complex, sociotechnical innovation challenges pose. There is a need for engineers and designers that can utilize fitting methods and tools to fulfill the role of a changemaker. Recognized successful practices include interdisciplinary methods that allow for effective and better contextualized participatory design approaches. However, preliminary research identified challenges in understanding what makes a specific method effective and successfully contextualized in practice, and what key competences are needed for involved designers and engineers to understand and adopt these interdisciplinary methods. In this proposal, case study research is proposed with practitioners to gain insight into what are the key enabling factors for effective interdisciplinary participatory design methods and tools in the specific context of sociotechnical innovation. The involved companies are operating at the intersection between design, technology and societal impact, employing experts who can be considered changemakers, since they are in the lead of creative processes that bring together diverse groups of stakeholders in the process of sociotechnical innovation. A methodology will be developed to capture best practices and understand what makes the deployed methods effective. This methodology and a set of design guidelines for effective interdisciplinary participatory design will be delivered. In turn this will serve as a starting point for a larger design science research project, in which an educational toolkit for effective participatory design for socio-technical innovation will be designed.
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.