Current research on data in policy has primarily focused on street-level bureaucrats, neglecting the changes in the work of policy advisors. This research fills this gap by presenting an explorative theoretical understanding of the integration of data, local knowledge and professional expertise in the work of policy advisors. The theoretical perspective we develop builds upon Vickers’s (1995, The Art of Judgment: A Study of Policy Making, Centenary Edition, SAGE) judgments in policymaking. Empirically, we present a case study of a Dutch law enforcement network for preventing and reducing organized crime. Based on interviews, observations, and documents collected in a 13-month ethnographic fieldwork period, we study how policy advisors within this network make their judgments. In contrast with the idea of data as a rationalizing force, our study reveals that how data sources are selected and analyzed for judgments is very much shaped by the existing local and expert knowledge of policy advisors. The weight given to data is highly situational: we found that policy advisors welcome data in scoping the policy issue, but for judgments more closely connected to actual policy interventions, data are given limited value.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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A survey conducted in 2012 among publicly financed higher education institutions in the Netherlands revealed a growing awareness of the strategic relevance of Open Educational Resources (OER) and Open Education. However, hardly any policy or strategy related to OER and Open Education had been formulated by any of the higher education institutions involved. At the same time, most of the institutions expressed a need for a strategic approach of OER and Open Education. To meet this need, SURF, the collaborative organisation for ICT in Dutch higher education and research, and more particularly its Special Interest Group on OER, gave ten Dutch higher education institutions the opportunity to assist in developing a strategic approach of OER and Open Education, organising strategy workshops. Every workshop was tailored to the specific needs and problems of the institution concerned. To be able to do so, an approach had been formulated which started with a semi-structured interview. The objective of this interview was to find out why the institution had decided to participate in the workshop and what it wanted to achieve, and to identify the driving forces within the institutions for conducting the workshop. The next step was to design the workshop. This was done in close cooperation with the institution concerned. The third part of the process was conducting the actual workshop. In the last phase, findings and conclusions were formulated. Almost all participating Dutch higher education institutions were inclined to formulate a strategic view on OER and Open Education. The workshops have provided detailed insights into the perceptions and expectations of Dutch higher education institutions involved with regard to OER, MOOCs and Open Education. One such insight is that although most participants are aware of the existence of OER, MOOCs and other forms of Open Education and feel some sense of urgency, many of them do not have any idea how to apply these concepts in their own institutions, let alone know where to start. Another insight is that many of the people who attended the workshops did so because they felt that their institution should develop MOOCs. In most cases it turned out that by discussing the pros and cons of MOOCs as well as the (in)appropriateness of other forms of Open Education for their institutions, the participants developed a broader view of Open Education. In this article the process and approach followed will be presented, as well as lessons learned and conclusions drawn. We conclude that the strategic workshops can be considered a success, thanks to the effectiveness of a tailor-made programme embedded within a fixed process framework. The positive attitude and willingness to share knowledge on the part of the participants contributed greatly to the results. One prerequisite for success is that various sections from the institution participate in the workshop, and that a range of perspectives be presented. The importance of a neutral platform as a basis for an open discussion must not be underestimated.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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Background and objective Public involvement in palliative care is challenging and difficult, because people in need of palliative care are often not capable of speaking up for themselves. Patient representatives advocate for their common interests. The aim of our study was to examine in depth the current practice of public involvement in palliative care. Setting and sample The study was conducted in the province of Limburg in the Netherlands, with six palliative care networks. Study participants were 16 patient representatives and 12 professionals. Method This study had a descriptive design using qualitative methods: 18 in-depth interviews and three focus groups were conducted. The critical incident technique was used. The data were analysed using an analytical framework based on Arnstein’s involvement classification and the process of decision making. Impact categories as well as facilitators and barriers were analysed using content analysis. Findings and conclusion The perceived impact of public involvement in palliative care in terms of citizen control and partnership is greatest with regard to quality of care, information development and dissemination, and in terms of policymaking with regard to the preparation and implementation phases of decision making. The main difference in perceived impact between patient representatives and professionals relates to the tension between operational and strategic involvement. Patient representatives experienced more impact regarding short-term solutions to practical problems, while professionals perceived great benefits in long-term, strategic processes. Improving public involvement in palliative care requires positive attitudes, open communication, sufficient resources and long-term support, to build a solid basis for pursuing meaningful involvement in the entire decision-making process.
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The diversity and intensity of human activities in the North Sea region (NSR) and other maritime regions are increasing. This necessitates transboundary coordination at the sea basin level, which is required but yet insufficiently established. Through European co-funded projects, national policymakers, stakeholders, and scientists in MSP are enabled to develop transboundary coordination (TBC) mechanisms. TBC requires, alongside other factors, a form of social and policy learning between these actors in different countries. The NorthSEE project (2016–2022) was an example of such an EU-co-funded project and was aimed at enhancing coherence in MSP processes and plans across the NSR. This article examines the project's key learning outcomes, the role of the MSP Challenge Simulation Platform in supporting these outcomes, and factors that enabled or constrained learning within the project. Data was collected during the project via document analysis, questionnaires from participatory stakeholder workshops, interviews with sixteen project participants and ten workshop participants, and observations. The study highlights that project participants have gained more insight into each other's planning systems, are able to contact each other more easily, and have initiated several follow-up initiatives. Furthermore, it shows that interactive and participatory tools, such as the MSP Challenge Simulation Platform, can contribute to individual and social learning by providing participants with instant feedback on their decisions. These learning outcomes have been influenced by various enabling and constraining conditions, including time, resources, and the differing levels of expertise and knowledge among project partners and participants. Assessing the broader societal impact remains a challenge and warrants further attention.
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This article discusses developments in citizen participation and its contribution to democracy since the publication of the original article. It evaluates the continued relevance of the use of a normative framework to assess different forms of citizen participation, nuances some of the conclusions and shows how inclusion and a connection with formal decision-making remain central issues that need more scholarly attention. Moreover, the article shows how the framework has been used in advising councillors and organisers of local citizen initiatives.
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Financially vulnerable consumers are often associated with suboptimal financial behaviors. Evaluated financial education programs so far show difficulties to effectively reach this target population. In our attempt to solve this problem, we built a behaviorally informed financial education program incorporating insights from both motivational and behavioral change theories. In a quasi-experimental field study among Dutch financially vulnerable people, we compared this program with both a control group and a traditional program group. In comparison with the control group, we found robust positive effects of the behaviorally informed program on financial skills and knowledge and self-reported financial behavior, but not on other outcomes. Additionally, we did not find evidence that the behaviorally informed program performed better than the traditional program. Finally, we discuss the findings and limitations of this study in light of the financial education literature and provide implications for policymaking and directions for future research.
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Final report of the Evidence-based Food System Design project (EFSD). This research project aimed at building a data-driven mapping of the Amsterdam Metropolitan Food System, as an evidence base for vision and scenario development, policymaking and other initiatives aimed at transitioning to a more sustainable regional food system.
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Shared Vision Planning (SVP) is a collaborative approach to water (resource) management that combines three practices: (1) traditional water resources planning; (2) structured participation of stakeholders; (3) (collaborative) computer modeling and simulation. The authors argue that there are ample opportunities for learning and innovation in SVP when we look at it as a form of Policy Analysis (PA) in a multi-actor context. SVP faces three classic PA dilemmas: (1) the role of experts and scientific knowledge in policymaking; (2) The design and management of participatory and interactive planning processes; and (3) the (ab)use of computer models and simulations in (multi actor) policymaking. In dealing with these dilemmas, SVP can benefit from looking at the richness of PA methodology, such as for stakeholder analysis and process management. And it can innovate by incorporating some of the rapid developments now taking place in the field of (serious) gaming and simulation (S&G) for policy analysis. In return, the principles, methods, and case studies of SVP can significantly enhance how we perform PA for multi-actor water (resource) management.
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