In this empirical study, the one-day project Robot Love Design-a-thon was designed for an interdisciplinary group of preservice teachers (in arts, sciences, and primary education), and evaluated through observations and learner reports. An analysis of the observations and the learner reports showed that having to go through a complete design process in a single day worked well: it facilitated the exchange of ideas and critical discussions between students concerning the project’s socially engaged theme ‘Tenderness and Technology’. In addition, interdisciplinary collaboration emerged as an important learning outcome. All students found working in mixed teams a relevant and educational experience as they could profit from each other’s expertise.
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A description of our experiences with a model for education in innovative, interdisciplinary and international engineering. (Students from different (technical) disciplines in Higher Education are placed in industry for a period of eighteen months after completing two-and-a-half year of theoretical studies). They work in multi-disciplinary projects on different themes, in order to grow to fully equal employees in industry. Besides students, teachers and company employees participate in the projects. The involvement of other level students, both from University and from Vocational Education, is recommended. The experiments in practice give confidence in the succesful implementation of this model.
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Physical activity provides substantial health benefits yet physical inactivity is one of the most challenging problems of these days. Development in mHealth and eHealth applications, such as wearable technology, create vast opportunities but are still insufficiently used to promote sustainable physical activity. To enhance the development of such products, participation and cooperation of professionals with different knowledge and expertise is required. We developed a board game called COMMONS to enhance interdisciplinary collaboration in the design of health-related wearable technologies. In this paper we present the design process of COMMONS, results of the play sessions and discuss the future development of COMMONS and the possible implications within the field of Human-Computer Interaction.
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Designing for interactivity for audience engagement in journalistic narratives is a new practice that emerged after The New York Times’ success with Snow Fall in 2012. Journalists have begun collaborating with designers in interdisciplinary teams to design these interactive narratives. Few studies describe the new practice that is the result of this collaboration. In this study, we examine the production processes of three journalistic interactive narratives and their design for audience engagement by focusing on the imagined user as part of the production process. Our analysis shows how producers develop the role of users by considering the narrative’s experience and accessibility. Together, these two concepts underpin the practice of designing for audience engagement and subsequent entextualisation. Our findings show that, although producers claim that they approach users differently when designing texts for interactive audience engagement, their concepts of the interactive user are grounded in more traditional notions of authorship and audience in journalistic practices.
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Intensive collaboration between different disciplines is often not without obstacles—healthcare and creative professionals come from different worlds that are not automatically aligned. This study investigates the research question: how do project partners in Create-Health innovation collaborate across boundaries, and how does it add value to interdisciplinary collaboration? It addresses the close collaborations between researchers and practice partners from creative industry and healthcare sector within ten research projects on eHealth innovation. It describes the way that Create-Health collaboration took shape across disciplinary boundaries and provides examples of boundary crossing from the ten projects, with the objective of stimulating learning in the creative and health sectors on creative ways of working on interdisciplinary projects. Findings focus on the way partners from various backgrounds work together across disciplinary boundaries and on the benefits that such collaborations bring for a project.
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Aim of the proposal and urban challenge it addresses* (max 200)The aim of this proposal is to develop an educational program with the provisional name ‘Care and Law’. The aim of this multidisciplinary educational program is to increase the knowledge of future professionals working at the intersection of health, wellbeing and law in the urban environment of Amsterdam.In the Amsterdam metropolitan society, legal and healthcare professionals (including social workers) are increasingly confronted with issues at the intersection of (health)care and justice. Special areas of interest are the problems surrounding people suffering from a mental illness, youngsters that cause nuisances of themselves on the streets and homeless people. The approach to this kind of problems requires a multidisciplinary approach. This means that healthcare, social welfare and legal professionals have to work together, for instance to apply for involuntary care. However, these professionals all have their own perspective and responsibility in these situations which often results in tensions among the professionals and as a result a delayed provision of care (van den Hooff, 2015).External partner(s) (if applicable) Project description abstract (max 750 woorden)We like to develop a new educational program in which students from different faculties work together on real time cases. At this moment, students at the Faculty of Applied Social Sciences and Law and the Faculty of Health are primarily trained in a monodisciplinary manner. They may be better equipped for their future work, if they get interdisciplinary training and courses. They need to learn what is meant by ‘Transcending Responsibility’; which means to be open to the perspective of the others professionals and to create a new shared responsibility (van den Hooff, 2015).In this project, we like to work together with and learn from the expertise of other members of the consortium to enhance the quality of this educational project. The focus of the present project is to develop a new multidisciplinary educational program surrounding legal and care related themes. The idea is to familiarize students with the legal contexts in which they have to operate (for instance themes related to pressure and coercion) as well as the welfare and care context in which the client/patient is situated (the care from neighborhood teams, youth care teams or mental health care teams). In addition, student might jointly develop integrated approaches based on case studies from the professional field.We like to be inspired, informed about and discuss innovative approaches which make interdisciplinary educational programs possible. Maybe it is possible to develop an international educational program with members of the consortium.
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Background: To facilitate adherence to adaptive pain management behaviors after interdisciplinary multimodal pain treatment, we developed a mobile health app (AGRIPPA app) that contains two behavior regulation strategies. Objective: The aims of this project are (1) to test the effectiveness of the AGRIPPA app on pain disability; (2) to determine the cost-effectiveness; and (3) to explore the levels of engagement and usability of app users. Methods: We will perform a multicenter randomized controlled trial with two parallel groups. Within the 12-month inclusion period, we plan to recruit 158 adult patients with chronic pain during the initial stage of their interdisciplinary treatment program in one of the 6 participating centers. Participants will be randomly assigned to the standard treatment condition or to the enhanced treatment condition in which they will receive the AGRIPPA app. Patients will be monitored from the start of the treatment program until 12 months posttreatment. In our primary analysis, we will evaluate the difference over time of pain-related disability between the two conditions. Other outcome measures will include health-related quality of life, illness perceptions, pain self-efficacy, app system usage data, productivity loss, and health care expenses. Results: The study was approved by the local Medical Research Ethics Committee in October 2019. As of March 20, 2020, we have recruited 88 patients. Conclusions: This study will be the first step in systematically evaluating the effectiveness and efficiency of the AGRIPPA app. After 3 years of development and feasibility testing, this formal evaluation will help determine to what extent the app will influence the maintenance of treatment gains over time. The outcomes of this trial will guide future decisions regarding uptake in clinical practice.
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In recent decades, a considerable amount of literature on interdisciplinary collaboration has been published. Interdisciplinary collaboration plays an important role in matching services to the individual needs of children and young people, but working interdisciplinary appears to be hard for youth social work professionals. The aim of this scoping review was to identify, analyse, and summarise literature on stimulating interdisciplinary collaboration among social work professionals working with youth. Seven databases were systematically searched (until March 2017), and grey literature was hand‐searched for relevant publications. Included in this review were empirical studies on at least one (future) social work professional working with youth that (a) focused on interventions for or important elements in interdisciplinary collaboration, team development, or teambuilding/work, (b) were conducted in a Western country; (c) met a clearly written method, and (d) were published in English or Dutch. Eighteen publications met the criteria, in which two categories of studies could be identified: focusing on important elements in interdisciplinary collaboration (ten studies) and focusing on interventions (eight studies). From the ten studies on elements, six overarching elements were distinguished that appear to stimulate interdisciplinary collaboration. (a) Awareness and understanding of the other discipline; (b) communication and interaction: feedback, reflection, and evaluation; (c) team structure; (d) willingness to work together; (e) shared responsibility/norms, and (f) mutual trust. The interventions found in the eight other studies were divided into three forms: training, organisational interventions, and tools. More support for professionals in interventions is needed to stimulate interdisciplinary collaboration. The six overarching elements found in this review can be used in developing these interventions. Further research is needed to develop, test, and systemically measure interventions in order to help youth social work professionals collaborate successfully in an interdisciplinary manner.
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Globalization, accelerating technological advancements and the increasing unpredictability and demanding nature of clients have a major impact on the context in which companies operate. Companies are compelled to create a stream of innovations, both technological and organizational, in order to adapt to the continuously changing environment. In addition companies will more and more innovate in collaboration with clients, competitors and research institutes, ever more in an international context. Looking at the Netherlands though, the innovative capacity is lagging behind. One of the underlying problems is the lack of technical background and research experience in company management. Another is the low availability of higher educated personnel with a scientific or technical background, thereby creating a vicious circle. A well-prepared engineering workforce is necessary that is able to collaborate in interdependent relationships and that can manage multiple innovation projects. It demands a T-shaped engineer that has in-depth knowledge of one discipline and a broad knowledge base in adjacent areas or in general business or entrepreneurial fields. Nevertheless, this profile will not be created by regular education. Interaction with the work field-with entrepreneurs, researchers and experts-and between students will enable the necessary learning experiences. One of the programmes that the University of Applied Science, School of Technology, has created to accommodate this, is 'The Innovation Lab'. In this highly interactive environment engineering students with various backgrounds (mechanical engineering, electrical engineering, product design and entrepreneurship) work together in interdisciplinary project teams on current innovation ideas and assignments of real companies. The Innovation Lab will serve as an example in this presentation on how the University of Applied Science, School of Technology, is preparing students for a future in innovative organizations. With a T-shaped profile young engineers are better prepared to act successfully in an open innovation environment and can bring technology back in company management. Moreover, this versatility will make technology and design education more attractive for scholars that are faced with a choice for technology education.
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University teacher teams can work toward educational change through the process of team learning behavior, which involves sharing and discussing practices to create new knowledge. However, teachers do not routinely engage in learning behavior when working in such teams and it is unclear how leadership support can overcome this problem. Therefore, this study examines when team leadership behavior supports teacher teams in engaging in learning behavior. We studied 52 university teacher teams (281 respondents) involved in educational change, resulting in two key findings. First, analyses of multiple leadership types showed that team learning behavior was best supported by a shared transformational leadership style that challenges the status quo and stimulates team members’ intellect. Mutual transformational encouragement supported team learning more than the vertical leadership source or empowering and initiating structure styles of leadership. Second, moderator analyses revealed that task complexity influenced the relationship between vertical empowering team leadership behavior and team learning behavior. Specifically, this finding suggests that formal team leaders who empower teamwork only affected team learning behavior when their teams perceived that their task was not complex. These findings indicate how team learning behavior can be supported in university teacher teams responsible for working toward educational change. Moreover, these findings are unique because they originate from relating multiple team leadership types to team learning behavior, examining the influence of task complexity, and studying this in an educational setting. https://www.scienceguide.nl/2021/06/leren-van-docentteams-vraagt-om-gezamenlijk-leiderschap/
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