Previous research has suggested that professional youth work settings empower socially vulnerable youngsters, strengthening their personal development and social participation. It is expected that youth work can prevent personal and social problems of youngsters, which may have longer term positive social returns. How the underlying methodical way of acting of youth workers contributes to prevention-focused outcomes remains unclear. This article presents a four-wave longitudinal cohort study (16 months) that investigated longitudinal associations between 12 individual methodical principles that youth workers apply in interactions with youngsters and four prevention-focused outcomes: prosocial skills, self-mastery, social network and civic participation. The sample consisted of 1,597 Dutch youngsters with a mean age of 16.5 years (SD = 3.60). Findings: Linear mixed models analysis found that all individual methodical principles were longitudinally associated with one or more outcome. The strongest associations were observed with regard to prosocial skills and civic participation. Depending on the outcome measure, methodical principles seem to be more effective for boys, for youngsters who participate for 3 years or longer in youth work settings and for youngsters between 10 and 19 years old. With regard to the effect of methodical principles on improving self-mastery, 9 of the 12 principles appeared to play no positive role in increasing self-mastery of youngsters. Applications: This study provides youth workers with a better understanding of which methodical principles are positively associated with prevention-focused outcomes as well as reinforcing the evidence-based practice of professional youth work.
BackgroundLittle is known about the association between fear of movement (kinesiophobia) and objectively measured physical activity (PA), the first 12 weeks after cardiac hospitalization.PurposeTo assess the longitudinal association between kinesiophobia and objectively measured PA and to assess the factor structure of kinesiophobia.MethodsWe performed a longitudinal observational study. PA was continuously measured from hospital discharge to 12 weeks using the Personal Activity Monitor. The PAM measures time spent per day in PA-intensity categories: light, moderate and heavy. Kinesiophobia was assessed with the Tampa Scale for Kinesiophobia (TSK) at four time points (hospital discharge, 3, 6 and 12 weeks). The longitudinal association between PA-intensity and kinesiophobia was studied with a random intercept cross lagged panel model (RI-CLPM). A RI-CLPM estimates effects from kinesiophobia on objectively measured PA and vice versa (cross-over effects), and autoregressive effects (e.g. kinesiophobia from one occasion to the next).ResultsIn total, 116 patients (83.6% male) with a median age of 65.5 were included in this study. On no occasion did we find an effect of kinesiophobia on PA and vice versa. Model fit for the original model was poor (X2: = 44.646 P<0.001). Best model fit was found for a model were kinesiophobia was modelled as a stable between factor (latent variable) and PA as autoregressive component (dynamic process) (X2 = 27.541 P<0.12).ConclusionKinesiophobia and objectively measured PA are not associated in the first 12 weeks after hospital discharge. This study shows that kinesiophobia remained relatively stable, 12 weeks after hospital discharge, despite fluctuations in light to moderate PA-intensity.
Previous work on tourists' positive and negative affect has mainly used cross-sectional data. Consequently, little is known about how motivations are related to tourists' emotions over an extended period of time. The purpose of this study was to understand the impact of travel motivation on tourists' emotions and whether the impact would remain the same across different time points. The sample consisted of a panel of approximately 2000 leisure travelers in the Netherlands. After eliminating missing data, 412 panelists completed all seven questionnaires over the nine months of the study. The results indicated that motivation does not have a significant impact on tourists' emotions over a relatively long period of time. Specifically, the study found that travel motivations or a cluster of travel motivations do not seem to have significant within-subject or between-subject impacts on tourists' emotions over a nine-month period. The findings demonstrate the complex relationships between tourists’ travel motivation and emotions and highlight the importance of a longitudinal approach to studying emotions in the tourism context. Managerial implications for destination marketers are discussed.
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Adolescenten brengen steeds meer vrije tijd door met het spelen van games en bevinden zich mede daardoor in een hybride leefwereld. Deze relatief nieuwe wereld brengt nieuwe uitdagingen mee rondom identiteitsontwikkeling en psychosociaal welzijn; voor gamende adolescenten zelf, maar ook hun (professionele) opvoeders. Wij onderzoeken de relatie tussen gamen, identiteitsontwikkeling en psychosociaal welzijn en de rol die (professionele) opvoeders hierin hebben.Doel Op dit moment ontbreekt kennis over de relatie tussen gamen, identiteitsontwikkeling en psychosociaal welzijn van adolescenten en is het onder andere lastig om handvatten voor (professionele) opvoeders te ontwikkelen. Handvatten kunnen helpen om beter aan te sluiten bij de leefwereld en behoeftes van gamende adolescenten. De resultaten van dit onderzoek kunnen bijdragen aan een positieve (sociale) identiteitsontwikkeling van gamende adolescenten in een hybride wereld. Resultaten Het promotieonderzoek gaat verschillende wetenschappelijke publicaties opleveren. We vertalen onze resultaten samen met professionals, opvoeders en adolescenten naar praktische handvatten voor (professionele) opvoeders. De betrokken praktijkpartners en opleidingen geven deze wetenschappelijk onderbouwde inzichten en handvatten een passende plaats in hun curricula en werkwijzen. Looptijd 01 september 2022 - 01 september 2026 Aanpak Dit promotieonderzoek heeft een praktijkgericht, mixed-methods design. Voor de kwantitatieve analyse maken we gebruik van longitudinale data van het Digital Youth project van Universiteit Utrecht. De kwalitatieve data wordt verzameld door symbolic netnography (een digitale variant van etnografisch onderzoek), interviews en participerende observaties met adolescenten en (professionele) opvoeders. In samenspraak met adolescenten en (professionele) opvoeders worden deze inzichten vertaald naar praktische handvatten.
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.
City Deal Nijmegen wil een versnelling tot stand brengen in het oplossen van maatschappelijke opgaven van de stad door onderzoekers, docenten en studenten hierbij grootschalig te betrekken. De Hogeschool van Arnhem en Nijmegen, de Radboud Universiteit en de gemeente Nijmegen hebben zich vanaf 2017 tot doel gesteld om (vaak al bestaande) samenwerking te verduurzamen door het beter ontsluiten en verbinden van succesvolle initiatieven waardoor er een rijke leeromgeving voor studenten kan ontstaan. Onze ambitie is dat over tien jaar een instrumentarium beschikbaar is waarmee kennisinstellingen en gemeente via een interdisciplinaire en multilevel aanpak, in gezamenlijkheid werken aan (grote) maatschappelijke thema’s. De belangrijkste uitdagingen voor de komende twee jaar zijn: 1. Meer interdisciplinair en multilevel maken van onderwijsprojecten 2. Deze projecten op een duurzame en longitudinale manier inbedden in het reguliere onderwijs. Om deze uitdagingen het hoofd te bieden, investeren wij de komende twee jaar op twee manieren in een toekomstbestendige en logische infrastructuur binnen de inhoudelijke thema’s zoals deze zijn vastgesteld in de strategische agenda: 1. Wij investeren in onderwijsinnovatie via een impulsfinanciering; bestaande succesvolle onderwijsprojecten worden verder verspreid over de stad Nijmegen, projecten worden méér interdisciplinair en mulitlevel, projecten worden bij meer opleidingen steviger ingebed in het onderwijs. 2. Wij investeren in netwerk governance; kennisdeling, verbinding, communicatie en onderzoek zijn essentieel bij het opbouwen van een werkend en succesvol instrumentarium.