The propagandization of a Net Generation adds nothing to our understanding of the digital behaviour of young people. Indeed, it is becoming increasingly obvious that the whole concept of a Net Generation rests on incorrect assumptions. Hence, arguments based on a Net Generation are not only irrelevant and misleading but precarious as well. Precarious in the sense that they are mobilized as a decisive means of engineering change, not least in education policy. Only when we stop thinking in terms of the Net Generation can we form a more astute vision of when the deployment of digital learning aids will have a realistic chance of success.
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There is a growing interest in the use of simulations and games in Dutch higher education. This development is based on the perception that students belong to the 'gamer generation' or 'net generation': a generation that has grown up with computer games and other technology affecting their preferred learning styles, social interaction patterns and technology use generally. It is often argued that in education this generation prefers active, collaborative and technology-rich learning, i.e. learning methods that involve extensive computer use and collaboration among students. Gaming is then proposed as a new teaching method which addresses these requirements. This article presents the results of a survey which studied whether this discourse is also applicable to higher education students from the Netherlands and whether games, considered as active, collaborative and technology-rich learning experiences, are of greater importance in the formal education of today's students. Of 1432 respondents from eight Dutch institutes of higher education surveyed between 2005 and 2009, about 25% fit our criteria of being a clear representative of the net generation. Furthermore, our analysis shows that there is little difference, and no statistically significant difference, in active, collaborative and technology-rich learning preferences between the representatives and non-representatives of the net generation. Furthermore, no large or statistically significant differences were found between representatives and non-representatives of the net generation with respect to the value they accorded to gaming in education. Overall our dataset did not fit the expectations raised by the net generation theory, with the percentage of students who fit the criteria being much lower than expected. However, regardless of whether they represented the net generation or not, in general our respondents preferred collaborative and technology-rich learning and deemed games a valuable teaching method.
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Purpose: The net height in tennis (0.91 m) is approximately 50% of a professional tennis player’s height. Children are also expected to play with this net height, even though it is approximately 70% of the average 10-year-old’s height. This study examined the immediate effect of lowering net height on the performance characteristics of skilled junior tennis players aged 10 years and younger. Method: Sixteen players were matched in 8 pairs of even tennis ability and same sex. Each pair played 25-min singles matches in 4 conditions that varied in net height (0.91 m, 0.78 m, 0.65 m, and 0.52 m). Match-play characteristics were analyzed via video replay. Results: Results showed that lowering the net height to 0.65 m and 0.52 m led to players adopting a more attacking style of play, as evidenced by a significant increase in the number of winners without a commensurate increase in errors and more shots struck inside the baseline. Lower nets also led to a greater percentage of successful first serves. The lowest net (0.52 m), however, reduced rally length significantly and therefore decreased hitting opportunities. Conclusion: These results offer support for equipment scaling to enhance match-play performance for skilled junior tennis players. We propose that current net height recommendations for junior tennis should be revised.
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In this paper we show the Casanova language (and its accompanying design pattern, Rule-Script-Draw) in action by building a series of games with it. In particular we discuss how Casanova is suitable for making games regardless of their genre: the Game of Life, a shooter game, an adventure game and a strategy game. We also discuss the difference between Casanova and existing frameworks.
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Amidst escalating environmental and social challenges, this study explores regenerative business models’ definition and characteristics. While sustainable models have made considerable strides in research, policy, and practice, the advent of regenerative business models offers a progressive leap forward. Regenerative business models aspire to contribute to ecological restoration and societal well-being. The regenerative business model concept is, however, still in its infancy and lacks a comprehensive definition. Our study aims to expand this knowledge, using a Delphi-inspired approach that builds on the knowledge of academic and business experts. Our approach includes three rounds of surveys: an open-ended survey, a survey for rating and ranking the earlier responses of all participants, and a final survey to select key characteristics. We investigate patterns and distinctions among regenerative, regenerative business, and regenerative business models, and analyze their positioning vis-a-vis circular and net-positive models. Findings underscore that organizations adopting regenerative business models focus on planetary health and societal well-being. They generate value across multiple stakeholder levels, including nature, societies, customers, suppliers, shareholders, and employees. Despite overlapping with circular and net-positive models, regenerative business models also emphasize interdependencies between humans and nature, and provide a more holistic approach, centered on restoration rather than mere mitigation.
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In deze publicatie staan de verhalen van drie Poolse mannen in Den Haag centraal. De onderzoeker, Karijn Nijhoff, heeft zeer intensief deze mannen gevolgd en hun verhalen opgetekend. We lezen over aankomst, vertrek en terugkomst. We zien een grillig proces van werken en niet werken, klussen en diverse vormen van inkomensverwerving. De werkelijkheid heeft tinten wit, zwart en grijs. Integratie, een veel gebezigd woord in de wereld van bestuur en beleid, ziet er soms heel anders uit dan het geplande en gefaseerde proces op papier. There is also an English version of this report in this database: "Fluidity of bounderies".
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Waar moet ik op letten bij het begeleiden van vrouwelijke statushouders naar werk? Met deze vraag vanuit het werkveld zijn onderzoekers van een aantal hogescholen, samen met professionals en vrouwelijke statushouders, twee jaar aan de slag gegaan.
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In haar winnende artikel vanuit de opleiding Sociaal Pedagogische Hulpverlening (SPH) vraagt Manon Berndsen aandacht voor het omgaan met stress. Sociaal werk kan stressvol zijn en professionals in het vak hebben vaak persoonlijkheidskenmerken die hen gevoelig maken voor stress en burn-out, schrijft Manon. Ze dringt aan op meer aandacht hiervoor binnen de opleiding Social Work en geeft preventietips, zodat studenten beter voorbereid het beroepsveld in kunnen gaan.
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Veel bedrijven staan reeds via social media als Facebook of Twitter in contact met hun gebruikers en iedere serieuze marketingcampagne werkt tegenwoordig met likes en tweets. Hoeveel ze daarin investeren en in de toekomst willen blijven doen, hangt af van de effectiviteit van social media. Maar wanneer zijn social media effectief, wat bepaalt die effectiviteit en hoe kunnen we die meten? Het zijn deze vragen waarop het project The Network = the Message zich richt. In de eerste fase van dit tweejarige onderzoekstraject is in kaart gebracht hoe social media campagnes nu worden ingezet en op welke wijze online netwerken worden geactiveerd. In december 2015 en januari 2016 hebben daartoe twaalf diepte-interviews plaats gevonden met de bureaus die deelnemen aan het project The Network is the Message.
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