Randomized controlled trials (RCTs) indicate that power training has the ability to improve muscle power and physical performance in older adults. However, power training definitions are broad and previously-established criteria are vague, making the validity and replicability of power training interventions used in RCTs uncertain. The aim of this review was to assess whether the power training interventions identified in a previous systematic review (el Hadouchi 2022) are fully described, therapeutically valid, and meet our proposed criteria for power training.
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This open science checklist is for researchers, trainees and students to assist them in implementing open science in their research activities. The checklist is inspired by open science principles, the Netherlands Code of Conduct for Research Integrity, the REWARD movement and the replicability crisis. It consists of 14 items divided over individual phases of the research process, except items four and five that are more generally applicable. Per item we refer to the corresponding chapter in our Open Science Research Manual and to the corresponding REWARD pillar or article(s) in the Netherlands Code of Conduct for Research Integrity. Some items focus more on quality aspects because sharing materials is most valuable if it is of high quality. Items concerning privacy and research ethics provide the boundary conditions for open science.
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Background: The importance of medical education research in Saudi Arabia has been acknowledged increasingly and a lot of concepts used have been derived from the Western world. The question arises, however, whether Western concepts and questionnaires are transferable to societies with different cultures. The aim of this study was to investigate the instrument structure and the reliability of the Arabic version of the Zuckerman–Kuhlman Personality Questionnaire-medium (ZKPQ-m).Methods: Three statistical methods with decreased amount of strictness were used to analyse our data: Confirmatory Factor Analysis, Procrustes rotation and Principal Component Analysis.Results: Our outcomes did not confirm the original instrument structure. Instead, we found four interpretable components: Emotional Instability, Impulse-seeking, Activeness and Self-Control. However, the amount of explained variance was not very high and the internal consistencies ranged from unsatisfactory to only moderate. The data showed a high percentage of respondents agreeing with more than three items of the Infrequency scale, which may be attributable to the collectivistic culture in Saudi Arabia.Conclusion: We did not succeed in replicating the ZKPQ structure in the Arabic context. Social desirability, a common characteristic in collectivistic cultures, may have reduced the replicability of the internal structure of the ZKPQ-m. Different methods to measure concepts in collectivistic cultures may help to get round social desirability.
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This paper explores the contributions of research to the field of adults learning mathematics (ALM) in the last twenty years. The results of the review of the literature on ALM show that the most cited studies that have been published in the last twenty years tend to focus on the field of numeracy to understand health data (such as understanding how to dose a medicine in a medical treatment). However, we know little about key aspects of how adults learn mathematics, what obstacles they encounter, and how they overcome them. This paper identifies the main gaps that ALM research faces in the coming years.
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This lessons learned report gives an overview of the output and results of the first phase of the REDUCES project. The introduction states the relevance of combining a policy approach with business model analysis, and defines the objectives. Next, an overview is given of circular economy good business practices in the regions involved. Examining these business practices helped to define the regional needs for circular economy policy. This business approach proved to be a solid base for developing regional circular economy action plans, the last chapter of this report.
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Insider ethnographic analysis is used to analyze change processes in an engineering department. Distributed leadership theory is used as conceptual framework.
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Depression is a highly prevalent and seriously impairing disorder. Evidence suggests that music therapy can decrease depression, though the music therapy that is offered is often not clearly described in studies. The purpose of this study was to develop an improvisational music therapy intervention based on insights from theory, evidence and clinical practice for young adults with depressive symptoms. The Intervention Mapping method was used and resulted in (1) a model to explain how emotion dysregulation may affect depressive symptoms using the Component Process Model (CPM) as a theoretical framework; (2) a model to clarify as to how improvisational music therapy may change depressive symptoms using synchronisation and emotional resonance; (3) a prototype Emotion-regulating Improvisational Music Therapy for Preventing Depressive symptoms (EIMT-PD); (4) a ten-session improvisational music therapy manual aimed at improving emotion regulation and reducing depressive symptoms; (5) a program implementation plan; and (6) a summary of a multiple baseline study protocol to evaluate the effectiveness and principles of EIMT-PD. EIMT-PD, using synchronisation and emotional resonance may be a promising music therapy to improve emotion regulation and, in line with our expectations, reduce depressive symptoms. More research is needed to assess its effectiveness and principles.
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Within the context of the information society, access to computers and the internet has been considered to be a new fault line in social exclusion. This has resulted in numerous initiatives on e-inclusion. There is however a second development, that of evidence-based practice, the approach that wants results of effectiveness studies to be an important inspiration for practice. Where these developments intersect, we find the issue of whether e-inclusion interventions are effective, of whether they reach their aim. It is common to label projects as "good practice", but do we have an assessment framework to justify using labels such as "good" or "best"? Does providing excluded citizens with access to computers and internet indeed help them to become socially included? And can we distinguish different types of initiatives and assess them according to their effectiveness?
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Post-war urban neighbourhoods in industrialised countries have been shown to negatively affect the lifestyles of their residents due to their design. This study aims at developing an empirical procedure to select locations to be redesigned and the determinants of health at stake in these locations, with involvement of residents’ perspectives as core issue. We addressed a post-war neighbourhood in the city of Groningen, the Netherlands. We collected data from three perspectives: spatial analyses by urban designers, interviews with experts in local health and social care (n = 11) and online questionnaires filled in by residents (n = 99). These data provided input for the selection of locations to be redesigned by a multidisciplinary team (n = 16). The procedure yielded the following types of locations (and determinants): An area adjacent to a central shopping mall (social interaction, traffic safety, physical activity), a park (experiencing green, physical activity, social safety, social interaction) and a block of low-rise row houses around a public square (social safety, social interaction, traffic safety). We developed an empirical procedure for the selection of locations and determinants to be addressed, with addressing residents’ perspectives. This procedure is potentially applicable to similar neighbourhoods internationally.
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We review the current body of academic literature concerning gamification of production and logistics. The findings indicate that production execution and control has been addressed most often in the current body of literature, which consists mostly of design research. Objectives and goals, points, achievements, multimedial feedback, metaphorical/fictional representations, and levels and progress are currently most often employed gamification affordances on this field. The research has focused on examining or considering motivation, enjoyment and flow as the main psychological outcomes of gamification in the given context, while individual performance and efficiency are the most commonly examined or suggested behavioral/organizational impacts. Future studies should employ more rigorous study designs and firmly ground the discussions in organization theory.
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