INTRODUCTION: The aim of this study was to investigate reasons why people consulted an occupational therapist following cancer treatment, and to examine the outcome of occupational therapy interventions, in the context of multidisciplinary rehabilitation.METHODS: Data from 181 patients were collected retrospectively. The International Classification of Human Functioning and Health (ICF) was used to describe the reasons for occupational therapy consultation. Patients had completed the Canadian Occupational Performance Measurement (COPM) before and after the occupational therapy intervention. Change scores were calculated with a 95% confidence interval and a two-sided p-value obtained from a paired t-test.RESULTS: The reasons for occupational therapy consultation were predominantly within the ICF domain "Activities and Participation". On average, patients improved 3.0 points (95% CI 2.8-3.2) on the performance scale of the COPM, and 3.4 points (95% CI 3.2-3.7) on the satisfaction scale (both: p = <.001).CONCLUSION: The result of this study supports the added value of occupational therapy to cancer rehabilitation, and emphasise the positive effect of occupational therapy on everyday functioning. Controlled clinical studies are needed to strengthen the evidence.
Background Single session email consultations in web-based parenting support may be used for a variety of reasons. Parents may be looking for information on developmental needs of children, for suggestions to improve their parenting skills, or for referrals to helpful resources. The way the practitioner meets the needs of parents, choosing a shortterm and text-based approach, has not been analyzed up till now. Objective To determine if and how practitioner response in single session email consultation matches the need of parents. Method A content analysis of single session email consultations (129 questions; 5,997 response sentences) was conducted. Three perspectives on the parent–practitioner communication were distinguished to assess the match between parenting questions and consultations, i.e., the expert oriented, parent oriented and context oriented perspective. Results The parent oriented type is the dominant paradigm in requesting and providing email consultations, with which the other types may be combined. Most consultations showed a mixed perspective with the use of a limited amount of techniques within each perspective. Correlations between the practitioner’s approach and parental expectancies were weak. Conclusions Professionals have a broad approach to email consultation, offering advice of different perspectives, rather than restricting the advice in order to match a prevalent parental need. All proposed textual techniques were observed in email consultations, providing evidence of their feasibility. Since practice of email consultations is relatively new, practitioners may benefit from the proposed systematic approach to writing email consultations, identifying parental need and permitting the use of professional techniques.
De KIEM subsidie zullen wij gebruiken om een RAAK PUBLIEK-aanvraag te schrijven, waarin de basis wordt gelegd voor een discursief psychologisch onderzoek naar de wijze waarop issuemakelaars in het publieke domein issues aankaarten via sociale media, zodat (communicatie-)professionals hier lering uit kunnen trekken. We kijken naar de manier waarop issuemakelaars melding maken van misstanden en de dialogen die zich als gevolg daarvan ontwikkelen op sociale media. De resultaten zullen bijdragen aan een interactioneel handelingsperspectief, dat vorm kan krijgen in consultation, richtlijnen/handleidingen, casuïstiekopdrachten, trainingen en social media monitoring simulatiesessies. Het doel hiervan is communicatieprofessionals in staat te stellen adequater te reageren op issuemakelaars met een focus op interactie via sociale media, waarmee de toekomstbestendigheid van de professional wordt vergroot. In samenspraak met consortiumpartners zullen wij de KIEM subsidie gebruiken om: - de aanvraag inhoudelijk vorm te geven - geschikte casussen te selecteren die als onderzoeksmateriaal zullen dienen - werkpakketten samen te stellen en een activiteitenplan te maken - meer instellingen en praktijkorganisaties betrekken en uitnodigen voor deelname
The impacts of tourism on destinations and the perceptions of local communities have been a major concern both for the industry and research in the past decades. However, tourism planning has been mainly focused on traditions that promote the increase of tourism without taking under consideration the wellbeing of both residents and visitors. To develop a more sustainable tourism model, the inclusion of local residents in tourism decision-making is vital. However, this is not always possible due to structural, economic and socio-cultural restrictions that residents face resulting to their disempowerment. This study aims to explore and interpret the formal processes around tourism decision-making and community empowerment in urban settings. The research proposes a comparative study of three urban destinations in Europe (The Hague in the Netherlands, San Sebastian in Spain and, Ioannina in Greece) that experience similar degree of tourism growth. The proposed study will use a design-based approach in order to understand tourism decision-making and what empowers or disempowers community participation within the destinations. Based on the findings of primary and secondary data, a community empowerment model will be applied in one the destinations as a pilot for resident engagement in tourism planning. The evaluation of the pilot will allow for an optimized model to be created with implications for tourism planning at a local level that can contribute to sustainable destinations that safeguard the interests of local residents and tourists.
GAMING HORIZONS is a multidisciplinary project that aims to expand the research and innovation agenda on serious gaming and gamification. The project is particularly interested in the use of games for learning and cultural development. Gamification - and gaming more broadly – are very important from a socio-economic point of view, but over the past few years they have been at the centre of critical and challenging debates, which highlighted issues such as gender and minority representation, and exploitative game mechanics. Our project’s key contention is that it is important for the European ICT community to engage with design trends and social themes that have affected profoundly the mainstream and ‘independent’ game development cultures over the past few years, especially because the boundaries between leisure and serious games are increasingly blurred. GAMING HORIZONS is a direct response to the official recognition by the H2020 programme of work that multidisciplinary research can help to advance the integration between Responsible Research and Innovation (RRI) and the Social Sciences and the Humanities (SSH). The project’s objective is to enable a higher uptake of socially responsible ICT-related research in relation to gaming. This objective will be achieved through a research-based exchange between communities of developers, policy makers, users and researchers. The methodology will involve innovative data collection activities and consultations with a range of stakeholders over a period of 14 months. We will interrogate the official ‘H2020 discourse’ on gamification – with a particular focus on ‘gamified learning’ - whilst engaging with experts, developers and critical commentators through interviews, events, workshops and systematic dialogue with an Advisory Board. Ultimately, GAMING HORIZONS will help identify future directions at the intersection of ethics, social research, and both the digital entertainment and serious games industries.EU FundingThe 14-month research project 'Gaming Horizons' was funded by the European Commission through the Horizon 2020 research and innovation programme.