Hoofdstuk in Frontiers in Gaming Simulation. Design thinking, design methodology and design science gain much attention in the domain of gaming and simulation and their theories offer parallels to knowledge exchange in youth care services. Design science research covers context independent engineering and constructionist creativity in pursuit of general values and is built on the synthesis of what already exits and of what might be. Design thinking and design methodology address questions that show similarities to youth care problem solving and future scenario development. The core business of youth care workers is to support positive change and to develop beneficial opportunities for child-rearing. Effective knowledge exchange in networks is the key to successful intervention and simulation gaming might help to study its processes and outcomes, however, we need appropriate validation tools and methods. The author argues that the design and analytical sciences complement each other in research of network exchange. Analytical approaches might develop and test theories about knowledge acquisition and transfer, while design approaches could enhance the exchange of situational, interactional, and interventional expertise. This proposition is explored in a multiple case study in which an analysis tool has been used to structure and study knowledge exchange in youth care networks through simulation gaming.
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Negen Exchangeteams hebben in het project “EXChange: uitstraling en cultuurverandering door excellentieonderwijs” gewerkt aan de transfer van honours onderwijs naar regulier onderwijs. Elk Exchange team koos een eigen interventie die paste binnen de eigen onderwijssituatie. Om verslag te doen van de interventies die zijn ontwikkeld door de Exchangeteams is de Digitale Infographic Exchangeteams ontworpen. Deze digitale infographic geeft een overzicht van het type interventies die ontwikkeld zijn alsmede de belangrijkste ervaringen en inzichten vanuit de teams. De infographic biedt verder de mogelijkheid om door te linken naar meer specifieke beschrijvingen per team/interventie.
In this paper we discuss the general approach and choices we made in developing a prototype of a social media monitor. The main goal of the museum monitor is to offer museum professionals and researchers better insight in the effects of their own social media usage and compare this with other actors in the cultural heritage sector. It gives researchers the opportunity to consider communication within the sector as whole. In the research project “Museum Compass” we have developed a prototype of a social media monitor, which contains data of current and historic online activities on Facebook, Twitter, YouTube, Foursquare and Flickr of all registered Dutch museums. We discuss – mostly in a practical sense – our approach for developing the monitor and give a few examples as a result of its usage.
The pressure on the European health care system is increasing considerably: more elderly people and patients with chronic diseases in need of (rehabilitation) care, a diminishing work force and health care costs continuing to rise. Several measures to counteract this are proposed, such as reduction of the length of stay in hospitals or rehabilitation centres by improving interprofessional and person-centred collaboration between health and social care professionals. Although there is a lot of attention for interprofessional education and collaborative practice (IPECP), the consortium senses a gap between competence levels of future professionals and the levels needed in rehabilitation practice. Therefore, the transfer from tertiary education to practice concerning IPECP in rehabilitation is the central theme of the project. Regional bonds between higher education institutions and rehabilitation centres will be strengthened in order to align IPECP. On the one hand we deliver a set of basic and advanced modules on functioning according to the WHO’s International Classification of Functioning, Disability and Health and a set of (assessment) tools on interprofessional skills training. Also, applications of this theory in promising approaches, both in education and in rehabilitation practice, are regionally being piloted and adapted for use in other regions. Field visits by professionals from practice to exchange experiences is included in this work package. We aim to deliver a range of learning materials, from modules on theory to guidelines on how to set up and run a student-run interprofessional learning ward in a rehabilitation centre. All tested outputs will be published on the INPRO-website and made available to be implemented in the core curricula in tertiary education and for lifelong learning in health care practice. This will ultimately contribute to improve functioning and health outcomes and quality of life of patients in rehabilitation centres and beyond.
In Amsterdam's neighbourhoods, much of the waste that is disposed has the potential of becoming something else by means of recycling or upcycling. Zero Waste lab –which is part of the organization De Gezonde Stad- is a place where inhabitants can bring their own separated waste in exchange for value coins. Now, Zero Waste Lab now wants to take this a step forward and further develop their own project: from recycling to upcycling waste. In this endeavour, HvA will collaborate by researching the possibilities for upcycling a local waste stream by means of digital production pro-cesses, as well as ways of involving the neighbourhood. Because it is of vital importance for the project not only to be technically possible, but also scalable and economically feasible, Zero Waste Lab and HvA have asked for partnership to the company Verdraaid Goed. This partnership and specific case study, presented here as ‘Wood for the neighborhood’ can be summa-rized in four main goals: • (Production) Explore the design and manufacturing possibilities of using digital production to upcycle a local wood waste stream (with an industrial robotic arm) • (Design) Show how explorative research, when carried on from the beginning of the de-sign process, can bring great added value to the development of project concepts. • (Social) Demonstrate that involving stakeholders early in the process of reusing and de-signing with waste materials can shape the future in new directions • (All three) Highlight how this case study is relevant and fits the principles of the circular economy
In Amsterdam's neighbourhoods, much of the waste that is disposed has the potential of becoming something else by means of recycling or upcycling. Zero Waste lab –which is part of the organization De Gezonde Stad- is a place where inhabitants can bring their own separated waste in exchange for value coins. Now, Zero Waste Lab now wants to take this a step forward and further develop their own project: from recycling to upcycling waste. In this endeavour, HvA will collaborate by researching the possibilities for upcycling a local waste stream by means of digital production pro-cesses, as well as ways of involving the neighbourhood. Because it is of vital importance for the project not only to be technically possible, but also scalable and economically feasible, Zero Waste Lab and HvA have asked for partnership to the company Verdraaid Goed. This partnership and specific case study, presented here as ‘Wood for the neighborhood’ can be summa-rized in four main goals: • (Production) Explore the design and manufacturing possibilities of using digital production to upcycle a local wood waste stream (with an industrial robotic arm) • (Design) Show how explorative research, when carried on from the beginning of the de-sign process, can bring great added value to the development of project concepts. • (Social) Demonstrate that involving stakeholders early in the process of reusing and de-signing with waste materials can shape the future in new directions • (All three) Highlight how this case study is relevant and fits the principles of the circular economy