In this chapter, we explore a case inwhich a problembased learning (PBL) course at Maastricht University is responsively evaluated. Within responsive evaluation, the value of an educational practice or educational regime is dependent on the multiple, sometimes conflicting, perspectives of stakeholders in the evaluation setting. Within this chapter, the reader first gets acquainted with responsive evaluation and its development, core concepts, and worldview premises. Then we present the case example. This is followed by a section on the issue of learning within and from evaluation. Finally, we deal with the issue of how local case knowledge provided within this chapter can be of global importance.
DOCUMENT
Dit paper is het eindproduct van leerarrangement 1 (Zin in Leren) van de HBO masteropleiding Leren en Innoveren. Het is een literatuurstudie naar blended learning en hoe blended learning kan bijdragen aan een beter leerresultaat van de student.
DOCUMENT
Although learning analytics benefit learning, its uptake by higher educational institutions remains low. Adopting learning analytics is a complex undertaking, and higher educational institutions lack insight into how to build organizational capabilities to successfully adopt learning analytics at scale. This paper describes the ex-post evaluation of a capability model for learning analytics via a mixed-method approach. The model intends to help practitioners such as program managers, policymakers, and senior management by providing them a comprehensive overview of necessary capabilities and their operationalization. Qualitative data were collected during pluralistic walk-throughs with 26 participants at five educational institutions and a group discussion with seven learning analytics experts. Quantitative data about the model’s perceived usefulness and ease-of-use was collected via a survey (n = 23). The study’s outcomes show that the model helps practitioners to plan learning analytics adoption at their higher educational institutions. The study also shows the applicability of pluralistic walk-throughs as a method for ex-post evaluation of Design Science Research artefacts.
LINK
Renewable energy, particularly offshore wind turbines, plays a crucial role in the Netherlands' and EU energy-transition-strategies under the EU Green Deal. The Dutch government aims to establish 75GW offshore wind capacity by 2050. However, the sector faces human and technological challenges, including a shortage of maintenance personnel, limited operational windows due to weather, and complex, costly logistics with minimal error tolerance. Cutting-edge robotic technologies, especially intelligent drones, offer solutions to these challenges. Smaller drones have gained prominence through applications identifying, detecting, or applying tools to various issues. Interest is growing in collaborative drones with high adaptability, safety, and cost-effectiveness. The central practical question from network partners and other stakeholders is: “How can we deploy multiple cooperative drones for maintenance of wind turbines, enhancing productivity and supporting a viable business model for related services?” This is reflected in the main research question: "Which drone technologies need to be developed to enable collaborative maintenance of offshore wind turbines using multiple smaller drones, and how can an innovative business model be established for these services? In collaboration with public and private partners, Saxion, Hanze, and RUG will research the development of these collaborative drones and investigate the technology’s potential. The research follows a Design Science Research methodology, emphasizing solution-oriented applied research, iterative development, and rigorous evaluation. Key technological building blocks to be developed: • Morphing drones, • Intelligent mechatronic tools, • Learning-based adaptive interaction controllers and collaborations. To facilitate the sustainable industrial uptake of the developed technologies, appropriate sustainable business models for these technologies and services will be explored. The project will benefit partners by enhancing their operations and business. It will contribute to renewing higher professional education and may lead to the creation of spin-offs/spinouts which bring this innovative technology to the society, reinforcing the Netherlands' position as a leading knowledge economy.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
Nederland kent ongeveer 220.000 bedrijfsongevallen per jaar (met 60 mensen die overlijden). Vandaar dat elke werkgever verplicht is om bedrijfshulpverlening (BHV) te organiseren, waaronder BHV-trainingen. Desondanks brengt slechts een-derde van alle bedrijven de arbeidsrisico’s in kaart via een Risico-Inventarisatie & Evaluatie (RI&E) en blijft het aandeel werknemers met een arbeidsongeval hoog. Daarom wordt er continu geïnnoveerd om BHV-trainingen te optimaliseren, o.a. door middel van Virtual Reality (VR). VR is niet nieuw, maar is wel doorontwikkeld en betaalbaarder geworden. VR biedt de mogelijkheid om veilige realistische BHV-noodsimulaties te ontwikkelen waarbij de cursist het gevoel heeft daar echt te zijn. Ondanks de toename in VR-BHV-trainingen, is er weinig onderzoek gedaan naar het effect van VR in BHV-trainingen en zijn resultaten tegenstrijdig. Daarnaast zijn er nieuwe technologische ontwikkelingen die het mogelijk maken om kijkgedrag te meten in VR m.b.v. Eye-Tracking. Tijdens een BHV-training kan met Eye-Tracking gemeten worden hoe een instructie wordt opgevolgd, of cursisten worden afgeleid en belangrijke elementen (gevaar en oplossingen) waarnemen tijdens de simulatie. Echter, een BHV-training met VR en Eye-Tracking (interacties) bestaat niet. In dit project wordt een prototype ontwikkeld waarin Eye-Tracking wordt verwerkt in een 2021 ontwikkelde VR-BHV-training, waarin noodsituaties zoals een kantoorbrand worden gesimuleerd (de BHVR-toepassing). Door middel van een experiment zal het prototype getest worden om zo voor een deel de vraag te beantwoorden in hoeverre en op welke manier Eye-Tracking in VR een meerwaarde biedt voor (RI&E) BHV-trainingen. Dit project sluit daarmee aan op het missie-gedreven innovatiebeleid ‘De Veiligheidsprofessional’ en helpt het MKB dat vaak middelen en kennis ontbreekt voor onderzoek naar effectiviteit rondom innovatieve-technologieën in educatie/training. Het project levert onder meer een prototype op, een productie-rapport en onderzoeks-artikel, en staat open voor nieuwe deelnemers bij het schrijven van een grotere aanvraag rondom de toepassing en effect van VR en Eye-Tracking in BHV-trainingen.