In de Solution Rooms bespreken studenten, docenten, beleidsmakers en onderzoekers uitdagingen en oplossingsrichtingen voor het vervolgonderwijs van de toekomst. Eén van de thema's is 'Duurzaamheid', waar Rolien Blanken een wetenschappelijke reflectie over schreef. Twee problemen zijn geïdentificeerd bij doorvoeren van duurzaamheid binnen de instelling en het onderwijs: de complexiteit van het vraagstuk enerzijds en draagvlak en effecten op de studenten anderzijds. Dit bemoeilijkt het duurzaamheidsproces. Inzetten op het gebruik maken van meetinstrumenten voor verduurzaming van curricula, transdisciplinair- en sectoroverstijgend werken en duurzaam burgerschap als uitgangspunt voor studentontwikkeling kunnen helpen om tot een succesvolle verduurzaming te komen. Aandacht voor duurzaamheid in het onderwijs kent een hoge mate van urgentie. De student ervaart hierbij negatieve invloed op het welzijn. Tegelijkertijd is verduurzaming een complex proces. Het doorvoeren van regeneratief onderwijs kan helpen bij het aangaan van genoemde uitdagingen. Naast het meten van de duurzaamheid van het curriculum is aan te bevelen breder in de organisatie duurzaamheid te meten en door te voeren. Het werken met integrated reporting kan hierin bijdragen. Transdisciplinair en sectoroverstijgend werken is een goede oplossing om duurzaamheidstransities te bereiken. Dit kan men toepassen door te werken in labs. In deze omgevingen zijn diverse stakeholders betrokken en kan de student zijn rol als wereldburger hier in co-creatie vervullen.
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There are different strategies of curriculum implementation regarding ICT education in schools of social work. It concentrates on ICT as a content of social work education, not on educational technology. Theoretically, an integral approach of ICT teaching ( social informatics ) is considered an adequate strategy for an up to date social work education. In practice however, the institutes of vocational education do not arrive at a full integration of social informatics. Some conditions are discussed that support integration as an implementation strategy.
Design schools in digital media and interaction design face the challenge of integrating recent artificial intelligence (AI) advancements into their curriculum. To address this, curricula must teach students to design both "with" and "for" AI. This paper addresses how designing for AI differs from designing for other novel technologies that have entered interaction design education. Future digital designers must develop new solution repertoires for intelligent systems. The paper discusses preparing students for these challenges, suggesting that design schools must choose between a lightweight and heavyweight approach toward the design of AI. The lightweight approach prioritises designing front-end AI applications, focusing on user interfaces, interactions, and immediate user experience impact. This requires adeptness in designing for evolving mental models and ethical considerations but is disconnected from a deep technological understanding of the inner workings of AI. The heavyweight approach emphasises conceptual AI application design, involving users, altering design processes, and fostering responsible practices. While it requires basic technological understanding, the specific knowledge needed for students remains uncertain. The paper compares these approaches, discussing their complementarity.
Postdoc research project Transformation through Interactive Narrative DesignMedia psychologist dr. Christian Roth's postdoc project Transformation through Interactive Narrative Design (TIND) is part of the Professorship Performative Creative Processes, the school Games & Interaction, and the Expertisecentrum Onderzoek, Innovatie en Internationalisering (OOI). Here, Christian interweaves education and practice-oriented research. He studies the artistic, pedagogical and academic perspectives regarding the power of transformation through applied Interactive Narrative Design (IND).Within the two-year postdoc research project TIND, Christian studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers, such as game and interaction designers, to enable them to create more effective artefacts.Why interactive narrative design?IND offers agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. As such, it carries the potential to create and emotional impact and spark transformative change. This enables interactors to explore different points of view and to feel the weight of their own choices and consequences. This, in turn, allows for a more thorough understanding of complex multi-stakeholder issues, which could have a significant impact on the success of emerging artistic, and learning applications.The TIND project will enable designers through an interdisciplinary approach, including applied game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.A good example for offering different perspectives on a complex topic is the narrative simulation Mission Zhobia: Winning the Peace, which is used for the training of peacekeepers. Or the news game, I am Mosul, which aims to raise awareness around the effects of war by bringing it close to home: choose your Dutch city and make choices on how to survive if the war was there. And the interactive story Adventures with Anxiety offers a new understanding by letting interactors play anxiety embodied within a wolf. IND is a complex and challenging interdisciplinary field in which design knowledge from other media can often not be directly transferred. As a new medium, it introduces new affordances in technique and user experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications.The planned output is a collection of design tools and methods for interdisciplinary workshops and courses, which can be integrated into different curricula at the HKU, thereby enhancing existing programs while enabling the refinement of training methods. Once completed, this postdoc project delivers a training method with multiple applications designed to harness the power of interactive storytelling for transformative personal and societal impact.ColloborationsThe research project is directly embedded in the curriculum of the HKU schoolGames & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry.More informationAre you interested to learn more about the postdoc research project Transformation through Interactive Narrative Design? Get in touch with Christian Roth: christian.roth@hku.nl
A major challenge for the Netherlands is its transition to a sustainable society: no more natural gas from Groningen to prevent earthquakes, markedly reduced emissions of the greenhouse gas carbon dioxide to stop and invert climate change, on top of growth of electricity in society. Green gas, i.e. biogas suitable for the Dutch gas grid, is supposed to play a major role in the future energy transition, provided sufficient green gas is produced. This challenge has been identified as urgent by professional, academic and private parties and has shaped this project. In view of the anticipated pressure on biomass (availability, alternative uses), the green gas yield from difficult-to-convert biomass by anaerobic digestion should be improved. As typically abundant and difficult-to-convert biomass, grass from road verges and nature conservation areas has been selected. Better conversion of grass will be established with the innovative use of new consortia of (rumen) micro-organisms that are adapted or adaptable to grass degradation. Three-fold yield increase is expected. This is combined with innovative inclusion of oxygen in the digestion process. Next green hydrogen is used to convert carbon dioxide from digestion and maximize gas yield. Appropriate bioreactors increasing the overall methane production rate will be designed and evaluated. In addition, new business models for the two biogas technologies are actively developed. This all will contribute to the development of an appropriate infrastructure for a key topic in Groningen research and education. The research will help developing an appropriate research culture integrated with at least five different curricula at BSc and MSc level, involving six professors and one PhD student. The consortium combines three knowledge institutes, one large company, three SMEs active in biogas areas and one public body. All commit to more efficient conversion of difficult-to-convert biomass in the solid body of applied research proposed here.