Adaptive survey design has attracted great interest in recent years, but the number of case studies describing actual implementation is still thin. Reasons for this may be the gap between survey methodology and data collection, practical complications in differentiating effort across sample units and lack of flexibility of survey case management systems. Currently, adaptive survey design is a standard option in redesigns of person and household surveys at Statistics Netherlands and it has been implemented for the Dutch Health survey in 2018. In this article, the implementation of static adaptive survey designs is described and motivated with a focus on practical feasibility.
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Challenges that surveys are facing are increasing data collection costs and declining budgets. During the past years, many surveys at Statistics Netherlands were redesigned to reduce costs and to increase or maintain response rates. From 2018 onwards, adaptive survey design has been applied in several social surveys to produce more accurate statistics within the same budget. In previous years, research has been done into the effect on quality and costs of reducing the use of interviewers in mixed-mode surveys starting with internet observation, followed by telephone or face-to-face observation of internet nonrespondents. Reducing follow-ups can be done in different ways. By using stratified selection of people eligible for follow-up, nonresponse bias may be reduced. The main decisions to be made are how to divide the population into strata and how to compute the allocation probabilities for face-to-face and telephone observation in the different strata. Currently, adaptive survey design is an option in redesigns of social surveys at Statistics Netherlands. In 2018 it has been implemented in the Health Survey and the Public Opinion Survey, in 2019 in the Life Style Monitor and the Leisure Omnibus, in 2021 in the Labour Force Survey, and in 2022 it is planned for the Social Coherence Survey. This paper elaborates on the development of the adaptive survey design for the Labour Force Survey. Attention is paid to the survey design, in particular the sampling design, the data collection constraints, the choice of the strata for the adaptive design, the calculation of follow-up fractions by mode of observation and stratum, the practical implementation of the adaptive design, and the six-month parallel design with corresponding response results.
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In the literature about web survey methodology, significant eorts have been made to understand the role of time-invariant factors (e.g. gender, education and marital status) in (non-)response mechanisms. Time-invariant factors alone, however, cannot account for most variations in (non-)responses, especially fluctuations of response rates over time. This observation inspires us to investigate the counterpart of time-invariant factors, namely time-varying factors and the potential role they play in web survey (non-)response. Specifically, we study the effects of time, weather and societal trends (derived from Google Trends data) on the daily (non-)response patterns of the 2016 and 2017 Dutch Health Surveys. Using discrete-time survival analysis, we find, among others, that weekends, holidays, pleasant weather, disease outbreaks and terrorism salience are associated with fewer responses. Furthermore, we show that using these variables alone achieves satisfactory prediction accuracy of both daily and cumulative response rates when the trained model is applied to future unseen data. This approach has the further benefit of requiring only non-personal contextual information and thus involving no privacy issues. We discuss the implications of the study for survey research and data collection.
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Het lezen van literatuur is gunstig voor de ontwikkeling van leerlingen tot gemotiveerde, ‘diepe’ lezers. Er zijn echter indicaties dat Nederlandse leraren in basis- en voortgezet onderwijs weinig literaire teksten lezen die voor hun leerlingen relevant zijn en dat hun repertoirekennis en leesbevorderingscompetenties achterblijven. Die situatie belemmert leraren de leesfrequentie en -motivatie, en het leesbegrip van leerlingen te stimuleren. Het doel van dit project is de leesfrequentie, repertoirekennis en leesbevorderingscompetenties van zittende en aankomende leraren (studenten van de pabo en tweedegraadslerarenopleiding) te versterken en ze zo in staat te stellen hun leerlingen beter te ondersteunen. Het onderzoek kent twee deelprojecten: één gericht op het basisonderwijs en één op het tweedegraadsgebied Nederlands in het voortgezet onderwijs (vmbo en onderbouw havo/vwo). Elk deelproject bestaat uit een aantal parallelle deelstudies. In de eerste fase van elk project wordt op basis van de uitkomsten van een literatuurstudie, survey-onderzoek en een verdiepend kwalitatief onderzoek inzicht gegeven in leesgedrag, repertoirekennis en leesbevorderingscompetenties van (aankomende en zittende) leraren en van de leescultuur op scholen. In de tweede fase wordt in een designstudie door kennis- en praktijkprofessionals in co-creatie een aanpak ontwikkeld gericht op de versterking van leraren als leesbevorderaars in basis- en voortgezet onderwijs. In de derde fase worden de effecten van de aanpak getest in een veldexperiment. Drie vragen staan hierbij centraal: 1. Leidt stimuleren van het lezen van literaire teksten door leraren en het vergroten van hun leesbevorderingscompetenties tot grotere repertoirekennis bij leraren en tot betere ondersteuning van leerlingen? 2. Leidt dit vervolgens ook tot een grotere motivatie voor en frequentie van het lezen van literaire teksten bij leerlingen en tot een beter (d.w.z. dieper) tekstbegrip? 3. In hoeverre wordt het succes van de aanpak bepaald door de leescultuur op school? Het project resulteert in een overdraagbare interventie, die in de laatste fase wordt verspreid.
Measuring and designing user experience in retail and gaming virtual reality using a CAVE set-up In this project we designed and measured user experiences in a CAVE virtual reality set-up. Virtually all studies have taken the form of experiment studies and have been conducted among consumers (in total more than 1500 consumers) who had to visit the virtual world with assignments based on which behaviour has been observed and after which a survey was conducted afterwards. The studies were carried out within the three lines of inquiry: a. Branded games / in-game advertising, revealing (positive) effects of in-game advertising on attention and attitude based on logos and faces incorporated into the games. Various applications (prototypes) have been developed that stimulate the shopping experience and the interaction between shop and consumer. (b) FMCG: studies answered the question which factors influence search and choice behaviour in the supermarket. On the basis of the studies, the clients have designed new packaging and adapted existing designs, deployed new shelf layouts, developed and implemented new Retail strategies, optimized instore communication and (e) the knowledge about consumer behaviour in the supermarket within the organization has been increased. (c) Location Based Advertising: recommendations have been made for the partners concerned and the field of work on (a) development of non-intrusive pervasive/ubiquitous advertising concepts (2nd screen, LBA, gaze-based advertising etc.), (b) development of virtual test environments and associated interaction methods and (c) exploration and review of theoretical models for persuasive communication and behavioural influence. Partners: Heinz, Nokia, DVJ-Insights, Radboud University, Brand Loyalty, IRI, Talpa, TU/e, Philips