This full paper works towards merging ‘frugality’ and ‘design thinking’ into a simplified framework for a workshop routine as a stepping stone for SMEs in developed countries to create and capture value of frugal innovations. Innovations which are born out of the notion that we can do more with less, or for less. This framework is aimed at reaching a specific group of SMEs, in this paper called the peloton of SMEs, a large group of SMEs which generally have lower growth ambitions and growth potential in comparison to the frontrunners. This group is often overlooked by (regional) governmental innovation programmes due to a primary focus on the same industry’s frontrunners. The framework was first tested with students, discussed with experts and eventually tested with SMEs from the Agribusiness sector in the Netherlands. Frugal Elements added to the design thinking process are; (a.) a Frugal Lens (b.) Frugal Business Model Patternsfor BMI (c.) Frugal leadership development (d.) Frugal Validation of the solution (e.) Frugal Intervention (limited time, limited theory, vertical learning community, practical tools). Although the first Pilot has been a succes in terms of helping participating SMEs to create innovations, more research is necessary for the design of a final framework which is expected to contribute to the frameworks that are currently available to SMEs in frugal and sustainable business modelling.
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In primary music education a key question is what teachers can do to stimulate students’ musical creativity. For the answer, delving into teacher-student interaction during the creative processes in the naturalistic setting of primary music lessons is required. Twenty-six music lessons from thirteen teachers and their classes of seven Dutch schools were recorded to explore the relation between teachers’ autonomy support and students’ divergent and convergent thought & action. Quantitative sequential analysis and thematic analysis were combined to examine this relation, using a framework offered by Complex Dynamic Systems theory and Enaction theory. In contrast to classical correla-tional analysis, sequential analysis focuses on the dynamics, and thus on the temporal relation in classroom interaction. The results show that mostly lower-level autonomy support was offered. Es-pecially in creative lessons, higher-level autonomy support is more likely to lead to higher-level student divergent thought and action. For convergent thought and action, the results were less con-clusive. An implication of the findings is that (research into) music education could benefit from interventions aimed at enhancing autonomy support in primary school music.
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Preliminary empirical research conducted by the leading author has shown that design students using biological analogies, or models across different contexts, often misinterpreted these, intentionally or unintentionally, during design. By copying shape or form without integrating the main function of the mimicked biological model, students failed to consider the process or system directing that function when attempting to solve the design need. This article considers the first step in the development of an applicable educational model using distant analogies from nature, by means of biomimicry thinking methodology. The analysis examines results from a base-line exercise taken by students in the Minor Design with Nature during the Spring semester of Industrial Design Engineering at The Hague University of Applied Sciences in 2019, verifying that students without biomimicry training use this hollow approach automatically. This research confirms the gap between where students are at the beginning of the semester and where they need to be as expert sustainable designers when they graduate. These findings provide a starting point for future interventions in biomimicry workshops to improve systematic design thinking through structural and scientifically based iterations of analogical reasoning. https://doi.org/10.1007/s10798-020-09574-1 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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In veel definities van creativiteit wordt creatief denken beschouwd als iets dat zich enkel in het hoofd afspeelt, zonder dat de rol van het lichaam en de omgeving wordt meegenomen. Door deze eenzijdige definitie van creatief denken te hanteren blijven kansen liggen om in verschillende vakken op de basisschool het creatief denken van leerlingen te bevorderen. In deze overzichtsstudie gaan we uit van een brede opvatting van creatief denken, waarin ook het lichaam en de omgeving worden betrokken. Op basis van 41 studies over creatief denken en creativiteit op de basisschool ontwikkelden we een raamwerk voor het categoriseren van aspecten van creativiteit. Het raamwerk dat we in deze studieontwikkelden op basis van de definities van creativiteit, creatief denken en vakspecifieke definities van creativiteit bleek bruikbaar voor het categoriseren van aspecten van definities van creativiteit, van creatieve uitingen van leerlingen en van creativiteitsbevorderende uitingen van leraren. Een kanttekening is dat de besproken uitingsvormen vaak weinig informatie bleken te bevatten over de rol van het lichaam en de omgeving. Daarom wijst dit onderzoek op de noodzaak voor meer onderzoek naar belichaamde creativiteit in het basisonderwijs en de rol van het materiaal, van medeleerlingen en van de inrichting van het fysieke klaslokaal. Daarnaast werden er wel studies gevonden naar creativiteit in verschillende schoolvakken, zoals wetenschap en technologie of kunst, maar vonden we geen studies die gericht waren op vakoverstijgende creativiteitsontwikkeling. Het raamwerk dat we in deze studie ontwikkeldenkan als basis dienen voor verder onderzoek naar de creativiteitsontwikkeling van leerlingen op de basisschool. In vervolgonderzoek kan het raamwerk bijvoorbeeld ingezet worden als observatieinstrument in onderzoek naar interacties tussen leerlingen, leraren en de omgeving. Ook biedt het raamwerk een kijkwijzer voor leraren om de creatieve uitingen van leerlingen te kunnen herkennen en tebevorderen, maar kan het ook dienen als handreiking voor het ontwerpen van lessen die gericht zijn op de brede creativiteitsontwikkeling van leerlingen.
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Active participation of stakeholders in health research practice is important to generate societal impact of outcomes, as innovations will more likely be implemented and disseminated in clinical practice. To foster a co-creative process, numerous frameworks and tools are available. As they originate from different professions, it is not evident that health researchers are aware of these tools, or able to select and use them in a meaningful way. This article describes the bottom-up development process of a compass and presents the final outcome. This Co-creation Impact Compass combines a well-known business model with tools from design thinking that promote active participation by all relevant stakeholders. It aims to support healthcare researchers to select helpful and valid co-creation tools for the right purpose and at the right moment. Using the Co-creation Impact Compass might increase the researchers’ understanding of the value of co-creation, and it provides help to engage stakeholders in all phases of a research project.
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The aim of the study is to investigate the influence of gender and gender pairing on students’ learning performances and knowledge elaboration processes in Computer-Supported Collaborative Learning (CSCL). A sample of ninety-six secondary school students, participated in a two-week experiment.Students were randomly paired and asked to solve several moderately structured problems concerning Newtonian mechanics. Students’ pretest and posttest performances were analyzed to see whether students’ gender and the gender pairing (mixed or single-gender) were significant factors in their problem solving learning in CSCL. Students’ online interactions were also analyzed to unravel the dynamic process of individual knowledge elaboration. The multilevel analyses revealed that a divergent pattern of knowledge elaboration was a significant predictor for students’ learning achievement, and in mixed-gender dyads students’ knowledge elaboration processes were more inclined to diverge from each other. Moreover, females in single-gender dyads significantly outperformed females in mixed-gender dyads. But this was not the case for male students.
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In workshops digitaal componeren lijken basisschoolleerlingen de muzikale taal te kunnen leren gebruiken en daarmee hun muzikale creativiteit te kunnen ontwikkelen. Daarnaast lijken ze bij het componeren op de tablet ook op een intuïtieve manier gevoeligheid voor de onderliggende structuren in muziek te kunnen ontwikkelen. Dit ontwikkelingsproces vindt plaats in de interactie tussen workshopleider, muzikale taak en leerlingen. Het verlenen van autonomie, van speelruimte om zelf te mogen bedenken, kiezen en creëren, lijkt daarbij een belangrijke rol te spelen. Workshopleiders deden dit in de workshops door ruimte te bieden voor muzikale expressie en creatie, en door vragen te stellen. Naast ruimte boden workshopleiders de leerlingen adaptieve ondersteuning (scaffolding) en structuur. Workshopleiders leken daarbij gebruik te maken van door ervaring ontwikkelde ‘pedagogical content knowledge’ en een eigen creatieve pedagogische stijl.In het kader van promotieonderzoek naar creativiteitsontwikkeling in muzieklessen op de basisschool heeft explorerend onderzoek plaatsgevonden naar de interactie in workshops digitaal componeren. De uitkomsten worden gebruikt voor de ontwikkeling van een coachingstraject voor leerkrachten basisonderwijs gericht op het stimuleren van creativiteitsontwikkeling in de muziekles.
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The paper arguments that a design approach will be essential to the future of e-democracy and e-governance. This development is driven at the intersection of three fields: democracy, information technology and design. Developments in these fields will result in a new scale, new complexity and demands for new quality of democracy solutions. Design is essential to answer these new challenges. The article identifies a new generation of design thinking as a distinct new voice in the development of e-democracy and describes some of the consequences for democracy and governance. It argues that, to be able to design new solutions for e-democracy successfully, current approaches may be too narrow and a broader critical reflection is necessary for both designers and other stakeholders in the process.
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Binnen dit onderzoek is gekeken of het mogelijk is het creatieve denkproces van een hoogbegaafde leerling inzichtelijk te maken voor de leerkracht door middel van het spelen van een digitale game
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To stimulate democratic competences through teaching, it is necessary to have an understanding of actions and behaviors that are considered effective in teaching methods. In this study, we investigated these actions and behaviors, referred to as classroom practices, by interviewing 20 expert teachers of democracy in the Netherlands. We identified six relevant practices: meaningful embedding, providing multiple perspectives, thinking about solutions from divergent perspectives, independent information collection and presentation, taking socio-political action, and critical reflection on subject matter. We show how these practices are associated with democratic competences and provide examples of how the practices are implemented in teaching methods.
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