Background: Art therapy (AT) is frequently offered to children and adolescents with psychosocial problems. AT is an experiential form of treatment in which the use of art materials, the process of creation in the presence and guidance of an art therapist, and the resulting artwork are assumed to contribute to the reduction of psychosocial problems. Although previous research reports positive effects, there is a lack of knowledge on which (combination of) art therapeutic components contribute to the reduction of psychosocial problems in children and adolescents. Method: A systematic narrative review was conducted to give an overview of AT interventions for children and adolescents with psychosocial problems. Fourteen databases and four electronic journals up to January 2020 were systematically searched. The applied means and forms of expression, therapist behavior, supposed mechanisms of change, and effects were extracted and coded. Results: Thirty-seven studies out of 1,299 studies met the inclusion criteria. This concerned 16 randomized controlled trials, eight controlled trials, and 13 single-group pre–post design studies. AT interventions for children and adolescents are characterized by a variety of materials/techniques, forms of structure such as giving topics or assignments, and the use of language. Three forms of therapist behavior were seen: non-directive, directive, and eclectic. All three forms of therapist behavior, in combination with a variety of means and forms of expression, showed significant effects on psychosocial problems. Conclusions: The results showed that the use of means and forms of expression and therapist behavior is applied flexibly. This suggests the responsiveness of AT, in which means and forms of expression and therapist behavior are applied to respond to the client's needs and circumstances, thereby giving positive results for psychosocial outcomes. For future studies, presenting detailed information on the potential beneficial effects of used therapeutic perspectives, means, art techniques, and therapist behavior is recommended to get a better insight into (un)successful art therapeutic elements.
OBJECTIVES: The aim of this study was to improve medication safety for children; it is important to quantify the occurrence of preventable medication errors (MEs). A trigger tool may be an effective and time-saving strategy, but its measurement performance is unclear. Therefore, we aimed to estimate the performance of a pediatric medication-focused trigger tool in detecting harmful MEs.METHODS: First, we established a multifaceted method as a reference comparison. Second, we compared the pediatric medication-focused trigger tool with the multifaceted method in a new cohort of patients. All patients admitted in February and March 2013 were screened using the trigger tool and the multifaceted method to obtain full verification. Data collection was performed in separate teams to guarantee blinding of the test results.RESULTS: Review of the clinical records and the voluntary incident reports was most effective in detecting harmful MEs, so this approach was chosen as a reference comparison. In the second part of the study, 369 patients were included. The multifaceted method identified 33 harmful MEs. In contrast, the trigger tool did not identify any harm. When the 2 symptoms pain and nausea/vomiting were added to the trigger tool, 19 harmful MEs were identified. This extended trigger tool resulted in a sensitivity of 21.2 and a positive predictive value of 36.8.CONCLUSIONS: The original pediatric medication-focused trigger tool yielded only false-positive scores and left unsafe situations undiscovered. We conclude that a multifaceted method remains the preferred method to detect harmful MEs. The additional value of the trigger tool stays unclear.
The project’s aim is to foster resilient learning environments, lessen early school leaving, and give European children (ages 4 -6) a good start in their education while providing and advancing technical skills in working with technology that will serve them well in life. For this purpose, the partnership has developed age appropriate ICT animation tools and games - as well as pedagogical framework specific to the transition phase from kindergarten to school.
Psychosocial problems related to social isolation are a growing issue for wellbeing and health and have become a significant societal problem. This is especially relevant for children and adults with chronic illnesses and disabilities, and those spending extended periods in hospitals or permanently living in assisted living facilities. A lack of social relationships, social connectivity, and the inability to travel freely leads to feelings of isolation and loneliness. Loneliness interventions often use mediated environments to improve the feeling of connectedness. It has been proven that the utilization of haptic technologies enhances realism and the sense of presence in both virtual environments and telepresence in physical places by allowing the user to experience interaction through the sense of touch. However, the technology application is mostly limited to the experiences of serious games in professional environments and for-entertainment-gaming. This project aims to explore how haptic technologies can support the storytelling of semi-scripted experiences in VR to improve participants’ sense of presence and, therefore, the feeling of connectedness. By designing and prototyping the experience, the project aims to obtain insights and offer a better understanding of designing haptic-technology-supported storytelling and its potential to improve connectedness and become a useful tool in isolation interventions. The project will be conducted through the process of participants’ co-creation.
Welke rol kunnen ‘grassroots’ initiatieven spelen bij het tot stand brengen van de grondstoffentransitie? Idealiter voelen lokale gemeenschappen zich eigenaar van hun eigen materiaalkringloop en profiteren ze ervan door minder afval, betaalbare producten en zinvol werk. Stichting Stunt (sociale ondernemer in upcycling) experimenteert al enige jaren met hergebruiken van plastic afval en omwerken naar nieuwe producten die relatief gemakkelijk te maken zijn door mensen met een afstand tot de arbeidsmarkt. Om een prominentere rol te kunnen spelen in de grondstoffentransitie, moeten leerwerkplaatsen en andere sociale ondernemingen de productie opschalen (in volume en naar meer hoogwaardige producten). Het doel van dit project is om inzicht te verkrijgen in hoe de belemmeringen die zij daarbij ervaren verminderd kunnen worden. De belemmeringen zijn o.a.: geen toegang tot goedkopere, robuuste machines voor upcycling; het productieproces is niet zomaar beheersbaar voor mensen met afstand tot de arbeidsmarkt; er zijn geschikte productontwerpen nodig. Hieruit volgt de vraag om een productconfigurator te maken. Dit heeft drie voordelen: -in de configurator kan een klant zelf een product configureren; -het genereren van de werkinstructies kan van daaruit worden geautomatiseerd; -de configurator kan direct feedback geven over de voetafdruk van het product en bv. de benodigde hoeveelheid afval. Stichting Stunt, The Upcycle en lectoraat Smart Sustainable Manufacturing van de Haagse Hogeschool willen samen een pilot uitvoeren om de haalbaarheid van dit principe te testen voor producten uit platen van gerecycled kunststof, omdat een robuuste platenpersmachine relatief gemakkelijk te ontwikkelen en bedienen is. Met behulp van de nieuwe tools kan het upcycle bedrijf aan de slag met: marktonderzoek, productontwerp en procesverbetering. De nieuwe tools zijn ook bruikbaar voor educatie, wat in de toekomst weer een belangrijke rol kan spelen bij het uitbouwen van een lokale upcycle community. Het project draagt hiermee bij aan optimaal hergebruik in lokale kringlopen.