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Producten 2.695

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Translating Promoting Factors and Behavior Change Principles Into a Blended and Technology-Supported Intervention to Stimulate Physical Activity in Children With Asthma (Foxfit): Design Study

Background:Children with asthma can decrease the impact of their disease by improving their physical activity (PA). However, health care providers lack interventions for children with asthma that effectively increase their PA levels and achieve behavior change. A technology-supported approach can positively influence PA and physical functioning in children.Objective:The aims of this study were to develop a technology-supported intervention that facilitates health care providers in promoting PA for children (aged 8 to 12 years) with asthma and to systematically describe this developmental process.Methods:Intervention mapping (IM) was applied to develop a blended and technology-supported intervention in cocreation with children with asthma, their parents, and health care providers. In accordance with the IM framework, the following steps were performed: conduct a needs assessment; define the intervention outcome, performance objectives, and change objectives; select theory-based intervention methods and strategies; create components of the intervention and conduct pilot tests; create an implementation plan; and create an evaluation plan.Results:We developed the blended intervention Foxfit that consists of an app with a PA monitor for children (aged 8 to 12 years) with asthma and a web-based dashboard for their health care provider. The intervention focuses on PA in everyday life to improve social participation. Foxfit contains components based on behavior change principles and gamification, including goal setting, rewards, action planning, monitoring, shaping knowledge, a gamified story, personal coaching and feedback, and a tailored approach. An evaluation plan was created to assess the intervention’s usability and feasibility for both children and health care providers.Conclusions:The IM framework was very useful for systematically developing a technology-supported intervention and for describing the translational process from scientific evidence, the needs and wishes of future users, and behavior change principles into this intervention. This has led to the technology-supported intervention Foxfit that facilitates health care providers in promoting PA in children with asthma. The structured description of the development process and functional components shows the way behavior change techniques are incorporated in the intervention.Trial Registration:International Clinical Trial Registry Platform NTR6658; https://tinyurl.com/3rxejksf

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30-06-2022
Translating Promoting Factors and Behavior Change Principles Into a Blended and Technology-Supported Intervention to Stimulate Physical Activity in Children With Asthma (Foxfit): Design Study
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The behavioral outcomes of a technology-supported leisure activity in people with dementia

This paper presents the results of an evaluation of a technology-supported leisure game for people with dementia in relation to the stimulation of social behavior.

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12-11-2013
The behavioral outcomes of a technology-supported leisure activity in people with dementia
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How to prepare student interpreters for sign supported speech interpreting?

Abstract van Poster presentatie. Our student-interpreters feel ill prepared for assignments that involve sign supported speech (Anonymous, 2015). This is probably due to the fact that there is no single way of communicating in sign supported speech (Sutton-Spence & Woll, 1999). Our study investigates if and how we could prepare our students within a fouryear bachelor curriculum.

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30-03-2017
How to prepare student interpreters for sign supported speech interpreting?

Projecten 2

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NorthSEE

Project aimsNorthSEE aims to achieve greater coherence in Maritime Spatial Planning (processes; MSP) and in Maritime Spatial Plans (outcomes/solutions), capturing synergies and preventing incompatibilities in the North Sea Region (NSR). The project seeks to create better conditions for sustainable development of the area in the fields of shipping, energy and environmental protection. NorthSEE is possible thanks to the financial support from the Interreg North Sea Region programme of the European Union (European Regional Development Fund).Project tasks and resultsTo suggest a multi-level coordination framework capable of supporting ongoing coordination in MSP across the NSR in the long term. To develop an information and planning platform for MSP, enabling planners and stakeholders to share evidence for MSP and test different planning options in the form of scenarios based on real data. The MSP Challenge computer-supported simulation game will became this platform. To increase the capacity of stakeholders in key transnational sectors to actively contribute to MSP To align approaches for taking into account wider environmental issues in MSP To facilitate greater transnational coherence in MSP with respect to offshore energy infrastructure To achieve greater transnational coherence in using MSP to support environmental protection objectives. To facilitate greater transnational coherence in MSP with respect to shipping routes.Our roleThe Academy for Digital Entertainment (ADE) of Breda University of Applied Sciences is a full partner in this project. ADE is responsible for designing and developing the MSP Challenge simulation game concerning the NSR, as well as facilitating its application, all with the aim of developing insights befitting the project aims and thus Maritime Spatial Planning in the North Sea Region (see task 2). We therefore work closely with all NorthSEE partners to define the right requirements and ensure that the simulation game fulfills them. Multiple MSP Challenge sessions are planned to help develop insightful future scenarios and useful planning solutions for the NSR. More information about MSP Challenge is available on NorthSEE (https://northsearegion.eu/northsee) and on its own website (https://www.mspchallenge.info/).

Afgerond
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PANEURAMA

The PANEURAMA project aims to address the mismatches between the output of HEI/VETs and the needs of the industry in the fields of animation, computer games and VFX. It consists of a network of HEIs and VETs in Europe as well as field-relevant industry partners, and is supported by a range of strong associated partners. The hope is to better prepare students and graduates for the emerging needs of their prospective careers, and in doing so building resilience into the European animation, gaming, and media arts sectors.Societal IssueStudents that are insufficiently prepared for their working fields limit the creativity of the sector, are stressed in their workplaces, and create economic problems.Benefit to societyHealthier cultural and creative sectors are a sign of a strong society, with benefits for mental health, cultural harmony, and positive economic impacts.

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