The maker movement is increasingly finding its way into informal and formal educational settings. This chapter welcomes that trend and reflects on the cases in this book through five lenses, whereby informal and formal settings are contrasted. The first lens focuses on the development of a maker identity. In the formal setting in Delft (The Netherlands), for instance, students are expected to develop a professional engineering identity, which calls for certain task characteristics and a learning environment that differs from informal settings. The second lens focuses on what in being learnt: maker skills can be a learning objective in itself but making can also be a vehicle to learn other things. The third lens is about ‘what drives learners, what is motivating?’ The fourth lens is concerned with the value of working with tangible objects, and the use of different types of materials. Lastly, ways to sustain ‘making in education’, for instance by means of collaboration between learners, teachers and stakeholders is a lens that is used to shed light on contrasts between formal and informal settings.
Every healthcare professional (HCP) in the Netherlands is expected to provide palliative care based on their initial education. This requires national consensus and clarity on the quality and goals of palliative care education and accessible education opportunities nationwide. These requirements were not met in the Netherlands, posing a major obstacle to improving the organization and delivery of palliative care. Therefore, a program, Optimizing Education and Training in Palliative Care (O2PZ), was established to improve palliative care education on a national level.
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The pace of technology advancements continues to accelerate, and impacts the nature of systems solutions along with significant effects on involved stakeholders and society. Design and engineering practices with tools and perspectives, need therefore to evolve in accordance to the developments that complex, sociotechnical innovation challenges pose. There is a need for engineers and designers that can utilize fitting methods and tools to fulfill the role of a changemaker. Recognized successful practices include interdisciplinary methods that allow for effective and better contextualized participatory design approaches. However, preliminary research identified challenges in understanding what makes a specific method effective and successfully contextualized in practice, and what key competences are needed for involved designers and engineers to understand and adopt these interdisciplinary methods. In this proposal, case study research is proposed with practitioners to gain insight into what are the key enabling factors for effective interdisciplinary participatory design methods and tools in the specific context of sociotechnical innovation. The involved companies are operating at the intersection between design, technology and societal impact, employing experts who can be considered changemakers, since they are in the lead of creative processes that bring together diverse groups of stakeholders in the process of sociotechnical innovation. A methodology will be developed to capture best practices and understand what makes the deployed methods effective. This methodology and a set of design guidelines for effective interdisciplinary participatory design will be delivered. In turn this will serve as a starting point for a larger design science research project, in which an educational toolkit for effective participatory design for socio-technical innovation will be designed.
Leren door te maken; hoe werkt dat in de praktijk op een middelbare school? Promotieonderzoeker Imka Buurke onderzoekt het vormgeven van een Educational Laboratory (E-lab) waarin belichaming en materialiteit een rol spelen tijdens het leren door leerlingen. Dit promotieonderzoek is onderdeel van het onderzoeksprogramma Curious Hands: Moving Making to the Core of Education, dat gefinancierd wordt door NWO.Aanvraag in NWO-call Smart Culture – Kunst en Cultuur gericht op de doorontwikkeling van makereducatie in de E-labs van vier scholen voor voortgezet onderwijs in Groningen (OOG) gebaseerd op studie van de werkprocessen in de werkplaatsen van Academie Minerva.
This project covers multiple avenues of work on regional, national, and international policy discourse around the entertainment and creative (e.g. artistic) video game sector. Historically, policy makers have been wary of supporting the video game industry, but the diverse and modern video games industry deserves support and investment to build its presence in education, society, and business. Directing this support for the greatest impact requires informed decisions.This work continues the successful research of the Gaming Horizons project and its publications and activities.