Picture books with characters that promote healthy eating are increasingly being used to make this behavior more attractive. The first aim of this study was to investigate whether the effect of vegetable promoting picture books on toddlers' vegetable consumption differed according to the reading style and the use of a hand puppet during reading. The second aim was to investigate whether these effects were mediated by toddlers’ narrative involvement and character imitation. In a 2 (reading style: interactive vs. passive) x 2 (puppet use: with vs. without puppet) between-subjects design, 163 toddlers (2e3 years) were randomly assigned to one of the four reading conditions. The story was about a rabbit that loves to eat carrots. After the fourth reading day, the eating task was conducted in which children could eat freely from four different snacks, including carrots. The main finding was that interactive reading produced the greatest carrot consumption. The explanation for this effect was that interactive reading stimulated toddlers to imitate poses of the book characters, even more when interactive reading was supported by the use of a hand puppet. The findings underline that young children should be actively involved with health interventions in order for them to be effective.
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Design and research are two fields of knowledge that each has its traditions, methods, standards and practices. These two worlds appear to be quite separate, with researchers investigating what exists, and designers visualising what could be. This book builds a bridge between both worlds by showing how design and research can be integrated to develop a new field of knowledge. This book contains 22 inspiring reflections that demonstrate how the unique qualities of research (aimed at studying the present) and design (aimed at developing the future) can be combined. This book shows that the transdisciplinary approach is applicable in a multitude of sectors, ranging from healthcare, urban planning, circular economy, and the food industry. Arranged in five parts, the book offers a range of illustrative examples, experiences, methods, and interpretations. Together they make up the characteristic of a mosaic, each piece contributing a part of the complete picture, and all pieces together offering a multi-facted perspective of what applied design research is, how it is implemented and what the reader can expect from it.
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Knowledge management (KM) is difficult to pin down. It means different things in different organisations. The deliberate use of metaphors has been used to communicate what KM is about. This metaphorical communication can be even more enriched using visual as well as language mechanisms: ”a picture paints a thousand words” suggests we can capture more resonances of a complex subject like KM through visuals than through a description alone. In addition, visuals are perceived to transcend the limitations of language, which can be an obstacle to communication. Yet, no method currently exists that we can use to identify KM metaphors used in visuals. This paper describes our search for a method to analyse metaphors used in visuals about knowledge management. Our objective was threefold: 1) identifying new metaphors for KM in visuals that can enrich KM theorizing, 2) developing a way to identify which visuals are the most powerful in communicating KM theory, and 3) improving the use of visuals as a way of assessing students studying KM. We found that analysing metaphors used in KM visuals is possible using a method that focuses on the dominant metaphors in a visual.
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