This overview can be regarded as an atlas or travel guide with which the reader can follow a route along the various professorships. Chapter 2 centres on the professorships that are active in the field of Service Economy. Chapter 3 is dedicated to the professorships that are focussed on the field of Vital Region. Chapter 4 describes the professorships operating in the field of Smart Sustainable Industries. Chapter 5 deals with the professorships that are active in the field of the institution-wide themes of Design Based Education and Design Based Research. Lastly, in Chapter 6 we make an attempt to discover one or more connecting themes or procedures in the approach of the various professorships. This publication is not intended to give a definitive answer to the question as to what exactly NHL Stenden means by the concept of Design Based Research. The aim of this publication is to get an idea of everything that is happening in the NHL Stenden professorships and to pique one’s curiosity to find out more.
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Verandering en innovatie zijn een zaak van lange adem. Ook bij praktijkgericht onderzoek in het sociaal domein vergt de introductie van nieuwe manieren van werken vaak geduld en tijd. In ons dagelijks werk ervaren wij dat bestaande perspectieven op onderzoek nog beperkt ruimte bieden aan de mogelijkheden die de kunsten kunnen creëren. Tegelijkertijd is er in de Angelsaksische literatuur een “nieuwe loot” aan de (praktijkgerichte) onderzoekstam ontsproten: ‘Arts-Based Research (ABR)’. Volgens ons krijgt ABR als praktijkgericht onderzoek nog niet de aandacht die het verdient. In Nederlandstalige rapportages en literatuur over praktijkgericht onderzoek vinden we er weinig over terug. Binnen het onderwijs en de beroepspraktijk in het brede sociaal domein bestaat er echter wel een lange traditie van het werken met kunst en creativiteit. Het gaat dan bijvoorbeeld om creatief agogisch werken, projecten en activiteiten gericht op sociaal-culturele participatie of kunst- en cultuureducatie in school of wijk. Het is zaak het praktijkgericht onderzoek hierop aan te sluiten, met als inzet het opleiden tot de onderzoekende creatieve sociale professional van de 21e eeuw. Dat is een professional met onderzoekend vermogen (Greve, Munneke & Andriessen, 2015) die steeds weer doet wat nodig is in de specifieke context. Door de inzet van Arts-Based Research bij sociale vraagstukken wordt onzes inziens een nieuw perspectief toegevoegd dat andere mogelijkheden creëert om een bijdrage te leveren aan verandering in de complexe praktijk van het brede sociaal domein
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To promote student writing development, integrated approaches such as genre-based writing instruction (GBWI) are advocated in tertiary education. However, most subject lecturers are not used to centralise writing in their subjects as they focus on content teaching. Capitalising on teacher learning within GBWI is therefore necessary. Design-based research can offer a fruitful learning environment for such innovative type of content and language integrated instruction. In a multiple case study (n=2) in Dutch higher professional education, we aimed to explore what subject lecturers can learn in a design-based research project in terms of scaffolding students’ writing. Qualitative data on teacher learning were collected through logs and interviews before, during and after three GBWI interventions. These data were transcribed verbatim and analyzed using transcription software. Results showed the subject lecturers reported multifaceted learning outcomes, particularly concerning changed knowledge and beliefs. Some of these were directly related to GBWI (e.g., metalanguage, deconstruction, text features) whereas others were related to scaffolding language in subject learning more generally, and to the lecturers’ teaching roles. Both lecturers also reported learning outcomes in terms of changed practices, but to a lesser extent. This may be related to the challenging character of enacting GBWI in the subjects. On a more general level, this study has yielded valuable insights into what factors are at stake when subject lecturers learn to enact GBWI. Further, it has shown the potential of a design-based research learning environment which we view as part of a causal field instigating subject lecturers’ professional development.
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GAMING HORIZONS is a multidisciplinary project that aims to expand the research and innovation agenda on serious gaming and gamification. The project is particularly interested in the use of games for learning and cultural development. Gamification - and gaming more broadly – are very important from a socio-economic point of view, but over the past few years they have been at the centre of critical and challenging debates, which highlighted issues such as gender and minority representation, and exploitative game mechanics. Our project’s key contention is that it is important for the European ICT community to engage with design trends and social themes that have affected profoundly the mainstream and ‘independent’ game development cultures over the past few years, especially because the boundaries between leisure and serious games are increasingly blurred. GAMING HORIZONS is a direct response to the official recognition by the H2020 programme of work that multidisciplinary research can help to advance the integration between Responsible Research and Innovation (RRI) and the Social Sciences and the Humanities (SSH). The project’s objective is to enable a higher uptake of socially responsible ICT-related research in relation to gaming. This objective will be achieved through a research-based exchange between communities of developers, policy makers, users and researchers. The methodology will involve innovative data collection activities and consultations with a range of stakeholders over a period of 14 months. We will interrogate the official ‘H2020 discourse’ on gamification – with a particular focus on ‘gamified learning’ - whilst engaging with experts, developers and critical commentators through interviews, events, workshops and systematic dialogue with an Advisory Board. Ultimately, GAMING HORIZONS will help identify future directions at the intersection of ethics, social research, and both the digital entertainment and serious games industries.EU FundingThe 14-month research project 'Gaming Horizons' was funded by the European Commission through the Horizon 2020 research and innovation programme.