Posterpresentatie tijdens de Onderwijs Research Dagen.
Background: Differences in professional practice might hinder initiation of student participation during international placements, and thereby limit workplace learning. This study explores how healthcare students overcome differences in professional practice during initiation of international placements. Methods: Twelve first-year physiotherapy students recorded individual audio diaries during the first month of international clinical placement. Recordings were transcribed, anonymized, and analyzed following a template analysis approach. Team discussions focused on thematic interpretation of results. Results: Students described tackling differences in professional practice via ongoing negotiations of practice between them, local professionals, and peers. Three themes were identified as the focus of students’ orientation and adjustment efforts: professional practice, educational context, and individual approaches to learning. Healthcare students’ initiation during international placements involved a cyclical process of orientation and adjustment, supported by active participation, professional dialogue, and self-regulated learning strategies.Conclusions: Initiation of student participation during international placements can be supported by establishing a continuous dialogue between student and healthcare professionals. This dialogue helps align mutual expectations regarding scope of practice, and increase understanding of professional and educational practices. Better understanding, in turn, creates trust and favors meaningful students’ contribution to practice and patient care.
Communication plays an important role in manyprofessional contexts. This is especially truefor students in the field of social work. Theaim of this study was to develop formative,self-regulated multimedia self-assessment ofsocial-communicative competencies for socialwork students. First, a pilot study wasconducted to gain insight into the students'specific characteristics. This insight was usedto design guidelines for the development of theassessment instrument in order to tune these tothe students' perceptions, instructionalpreferences, and personalities and thusenhancing the students' enthusiasm to use theself-assessment instrument. This might increasethe chance for successful implementation ofthis new form of assessment. A first version of a multimedia test wasdeveloped. A quality expert meeting wasorganised to gain insight into expertjudgements on the quality of the test and toobtain indications for improvement of theassessment. A second version of the test wasconstructed and put on the Internet. Nearly 400students completed the assessment and expressedtheir opinions on this new way of communicationassessment. We found it was possible to testsocial-communicative competence by means ofmultimedia, with the help of digital video. Theuse of Internet makes assessments available atany time to fit curriculum needs and alsoresolves time and space constraints. Ourconclusion was that the multimedia test isreasonably valid. All students reported havingliked the multimedia assessment.
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Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
266 woorden Op school kan de situatie zich voordoen dat de leerkracht onvoldoende tegemoet kan komen aan de extra ondersteuning die leerlingen met autisme nodig hebben. De klas kan te groot zijn, de leerkracht kan handelingsverlegen zijn, etc.. In dit projectplan wordt onderbouwd wat de relevantie is voor de dagelijkse praktijk van de leerkracht en de leerling met autisme en daaraan gerelateerde problemen. Tevens wordt onderbouwd waarom beeldende therapie theoretisch en empirisch kan bijdragen als creatieve oplossing voor kinderen met aan autisme gerelateerde problemen die in de klas extra aandacht vragen. Deze kinderen hebben een andere manier van informatie verwerken, kunnen zich vaak verbaal moeilijk uiten en hebben vaak sociale problemen. Deze kinderen lopen risico op verslavingsproblematiek (33%) en eenzaamheid, angst en depressie op volwassen leeftijd (80%). Kunstvormen in een leeromgeving bieden andere mogelijkheden voor kinderen om zich te uiten en om samen te werken. In dit projectplan wordt beschreven waarom het zinvol is te onderzoeken wat de effectiviteit is van beeldende therapie voor kinderen met autisme in primair (speciaal) onderwijs, ter preventie van risicogedrag. Het behandelprogramma ‘Zelf in beeld, beeldende therapie voor kinderen met autisme (bijlage 1) lijkt veelbelovende resultaten op te leveren (Schweizer, 2020). Om een indruk van de resultaten van praktijkgericht onderzoek naar ‘Zelf in beeld’ te krijgen kunt u de korte animatie bekijken (3 min): https://youtu.be/cVAAzRHZnb0 In dit vervolgproject wordt verkend in hoeverre ‘Zelf in beeld’ van toegevoegde waarde van kan zijn voor kind, leerkracht en ouders, binnen de setting van Speciaal Onderwijs. Dit project heeft een innovatief karakter omdat er een nieuwe vorm van (preventief) werken binnen passend onderwijs wordt toegepast en onderzocht.
Due to their diverse funding sources, theatres are under increasing pressure to demonstrate impact on society. The Raad voor Cultuur (2023) for example advised the secretary of state to include societal impact as an additional evaluation measure next to artistic value. Many theaters, such as the Chassé Theater and Parkstad Limburg Theaters, have reformulated their missions to focus on impact of performances on visitors. This is a profound transformation from merely selling tickets and filling seats, and requires new measurement instruments to monitor, manage, and improve impact. Currently available instruments are insufficient, and effective monitoring is crucial to larger future projects that theaters are currently planning to systematically broaden impacts of performances on their communities. The specific goal of this project is to empower theaters to monitor and improve impact by developing a brief experience impact questionnaire, taking existing data from student projects conducted at the Chassé Theater about performing arts experiences on one hand, and experience impact theory innovations on the other, as starting points. We will develop potential items to measure and benchmark against established measures of valued societal outcomes, such as subjective well-being and quality of life. These will be measured in questionnaires developed with project partners Chassé Theater and Parkstad Limburg Theaters and administered before and after performances across a wide range of genres. The resulting data will enable comparison of new questionnaire items with benchmarked measures of valued societal outcomes. The final product of the project will be a brief impact questionnaire, which within several brief self-report instruments and just a few minutes can effectively be used to quantify the impact of a performing arts experience. A workshop and practice-oriented article will make this questionnaire implementable, thereby mobilizing the key enabling methodology of monitoring and impact measurement in the performing arts sector.