The Technical Manual for the digital evaluation tool QualiTePE supports users of the QualiTePE tool in creating, conducting and analysing evaluations to record the quality of teaching in physical education. The information on the General Data Protection Regulation (GDPR) instructs users on how to anonymise the data collection of evaluations and which legal bases apply with regard to the collection of personal data. The technical manual for the digital evaluation tool QualiTePE and the information on the General Data Protection Regulation (GDPR) are available in English, German, French, Italian, Spanish, Dutch, Swedish, Slovenian, Czech and Greek.
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Expectations are high for digital technologies to address sustainability related challenges. While research into such applications and the twin transformation is growing rapidly, insights in the actual daily practices of digital sustainability within organizations is lacking. This is problematic as the contributions of digital tools to sustainability goals gain shape in organizational practices. To bridge this gap, we develop a theoretical perspective on digital sustainability practices based on practice theory, with an emphasis on the concept of sociomateriality. We argue that connecting meanings related to sustainability with digital technologies is essential to establish beneficial practices. Next, we contend that the meaning of sustainability is contextspecific, which calls for a local meaning making process. Based on our theoretical exploration we develop an empirical research agenda.
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Secondary school physical education (PE) teachers are continuously challenged to find ways to support students learning and motivate them for an active and healthy lifestyle. To address this complexity, continuing teacher professional development (TPD) is key. Technological tools can facilitate the effective delivery of TPD in this context. Successful implementation of this technology, however, is not self-evident. Based on the general aim of effectively integrating technologies in the educational process and focusing on the needs of educators, this study examines how the evidence-based theoretical TARGET framework for creating a motivating PE learning climate might be embedded into a digital professional development tool for PE teachers, useful in everyday practice. It presents a case study in which a multidisciplinary team of researchers, designers, and end-users iteratively went through several phases of need identification, idea generation, designing, development, and testing. By using a participatory approach, we were able to collect contextualized data and gain insights into users’ preferences, requirements, and ideas for designing and engaging with the tool. Based on these insights the TPD TARGET-tool for PE teachers was ultimately developed. The most prominent characteristics of this tool are (1) the combination of an evaluative function with teaching strategy support, (2) the strong emphasis on ease of use due to the complex PE teaching context, (3) the avoidance of social comparison, and suggestions of normative judgment, and (4) the allowance for a high level of customization and teacher autonomy.
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The Internet and computers increasingly determine our daily lives. This goes for almost everyone in the Netherlands. Still, it is mostly teenagers who are well informed on how to use all the possibilities of new technologies. They are building a digital world of their own that parents usually know very little about. This booklet intends to inform teachers, parents and other interested parties on what teenagers are actually doing online and how important it is to keep abreast of the new developments that the Internet and computers bring into their world. On the basis of research into these issues in the Netherlands and abroad we attempt to indicate what the digital world of teenagers looks like and how it differs from that of grown-ups. What do they do, exactly, and why? We also look into teenagers’ ICT behaviour and into dangers and abuse of the Internet. Moreover we provide tips for parents and teachers on how to handle certain phenomena. This book does not pretend to provide an exhaustive overview of the digital world of teenagers. It is focused on some important characteristics and parts of that world. It reports on research of the INHOLLAND Centre for eLearning into various aspects of ICT behaviour among teenagers. The research was undertaken in the spring of 2006, focusing mainly on texting, networking, gaming, dangers and abuse on the Internet and the digital relation between school and the home. Ultimately we are especially concerned with the question of what teenagers really learn in their digital world, and how education can profit. This book also addresses that issue.
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An essential condition to use mathematics to solve problems is the ability to recognize, imagine and represent relations between quantities. In particular, covariational reasoning has been shown to be very challenging for students at all levels. The aim of the project Interactive Virtual Math (IVM) is to develop a visualization tool that supports students’ learning of covariation graphs. In this paper we present the initial development of the tool and we discuss its main features based on the results of one preliminary study and one exploratory study. The results suggest that the tool has potential to help students to engage in covariational reasoning by affording construction and explanation of different representations and comparison, relation and generalization of these ones. The results also point to the importance of developing tools that elicit and build upon students' self-productions
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De training Digital Storytelling en opleiding tot trainer Digital Storytelling worden door het lectoraat Vernieuwende Opleidingsmethodiek en -didactiek van de Faculteit Educatie van de Hogeschool Utrecht samen met de Faculteit Maatschappij en Recht van de Hogeschool Utrecht uitgewerkt tot een multimediale methode voor pedagogen, docenten, coaches, opleiders, leraren en social workers.
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Given the complexity of teaching, continuing teacher professional development (CPD) is essential for maintaining and enhancing teaching effectiveness, and bridging the gap between ever-evolving theory and practice. Technological advancements have opened new opportunities for digital tools to support CPD. However, the successful integration of such digital tools into practice poses challenges. It requires adherence to CPD prerequisites and acknowledgment of the complexity of the professional development process. This study explored the applicability of the developed digital PE teacher professional development TARGET-tool in a secondary school PE context. We examined the perceived usability of this tool and gained insights into the process of teachers’ professional development as a result of using the tool. Ten PE teachers from different schools implemented the TARGET- tool within their PE context for a period of 4 to 6 weeks. Individual semi-structured inter- views and the System Usability Scale provided insights into the perceived usability and the process of teacher professional development. The TARGET-tool demonstrated its potential as an effective tool for supporting teachers’ professional development. Future tool improve- ments were identified to further optimize the perceived usability, such as simplifying com- plex features, providing additional support and resources, and improving (data) presenta- tions. Using the Interconnected Model of Professional Growth as a theoretical basis, it was demonstrated how the use of the TARGET-tool engages teachers as active and reflective participants in their professional development and induces changes within the external domain, the domain of practice, the domain of consequences, and the personal domain.
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Understanding graphs representing dynamic events is a challenge for many students at all levels. And technological tools can provide support in overcoming some of these difficulties. In our research we developed a digital tool that enables students to create, modify and improve graphs from dynamic events using interactive animations and intrinsic feedback. In order to get insight about why the tool helped (or not), the students we conducted a qualitative study in which we interviewed nine students who used the tool. The results offer insight in students’ learning and thinking about dynamic graphs and how digital feedback can afford that. These results are useful for researchers, developers and teachers.
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Purpose In order to facilitate ageing-in-place (AiP) with dementia, a digital consultancy tool (DCT) was designed to facilitate modifications to the home environment. In the Netherlands, about 65% of the 270,000 older adults with dementia live in their own dwelling. At the same time, 40% of the Dutch housing stock is not appropriate for older adults to live independently1 . Admission to a nursing home is usually caused by stress and a straining of the family carers. Caring for a person with dementia requires constant vigilance. Although admission to a nursing home cannot always be avoided, admission may be postponed by modifying the dwelling and through the use of technology. At present, persons with dementia are not able to adjust their dwelling to suit their needs. Therefore, it is important that carers and installers have access to information on how to design a dwelling in a dementia-friendly way. Method Based on publications about housing facilities2 , thermal comfort3 and dementiafriendly space plan4 , the design for a DCT for AiP was made. The design of the DCT will be discussed in focus group sessions in Alzheimer Cafés with persons with dementia and their family carers. First, sessions will be held about the requirements for the web tool for dementia-friendly design. After gathering the requirements and verification to (inter)national guidelines concerning the accessibility of webpages, focus group sessions will be held with user groups in order to test the usability of the preliminary DCT. Results & Discussion Results of this process are a webpage with descriptions of how to create a dementia-friendly dwelling for AiP with dementia. On the webpage dementia-friendly modifications of the living environment will be ordered by problem/function or space. Problems are categorized by (I)ADL tasks, behaviour, or cognitive problems. Adjustments of spaces are categorized by the combined model of WHO’s ICF and the Model of Integrated Building Design3,5.
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Nowadays, digital tools for mathematics education are sophisticated and widely available. These tools offer important opportunities, but also come with constraints. Some tools are hard to tailor by teachers, educational designers and researchers; their functionality has to be taken for granted. Other tools offer many possible educational applications, which require didactical choices. In both cases, one may experience a tension between a teacher’s didactical goals and the tool’s affordances. From the perspective of Realistic Mathematics Education (RME), this challenge concerns both guided reinvention and didactical phenomenology. In this chapter, this dialectic relationship will be addressed through the description of two particular cases of using digital tools in Dutch mathematics education: the introduction of the graphing calculator (GC), and the evolution of the online Digital Mathematics Environment (DME). From these two case descriptions, my conclusion is that students need to develop new techniques for using digital tools; techniques that interact with conceptual understanding. For teachers, it is important to be able to tailor the digital tool to their didactical intentions. From the perspective of RME, I conclude that its match with using digital technology is not self-evident. Guided reinvention may be challenged by the rigid character of the tools, and the phenomena that form the point of departure of the learning of mathematics may change in a technology-rich classroom.
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