Habitat fragmentation caused by urbanization and climate change are important drivers of biodiversity decline and ecosystem degradation (McKinney, 2002). Governmental inaction results in cascade effects, such as the extinction of species and the weakening of ecosystem services that citizens depend on. Alarming studies show the continuing loss of nature within European cities as they densify further to meet the demand for housing (Balikçi et al., 2022). The housing market is currently impacted negatively by economic factors and municipalities often respond by scaling back their sustainability ambitions. To avoid cosmetic greening of cities, the eco-social value of urban developments and their contribution to climate-change adaptation need to be made measurable. Developing nature-based urban areas offers opportunities to increase socio-ecological resilience (McPhearson et al., 2015; Spanjar et al., 2022).In the two-year Nature-Based Area Development study researchers at four Dutch universities collaborated with planning professionals in cities, regions and companies to investigate how nature-based urban development can become a forceful reality. The study applied a combination of methods such as co-research sessions with consortium partners, in-depth interviews with experts and a multiple case study analysis of best practices in the Netherlands and abroad. Malmö and Stockholm are frontrunners in applying innovative green planning instruments such as Green Area Factor to meet high environmental ambitions (Kruuse, 2011). These instruments were also analysed and compared with eco-city projects in the Netherlands to identify their effectiveness in fostering nature and ecosystem services.The analysis shows barriers in governance and spatiality between public and (semi-)private developments. Policy silos and ownership divisions often lead to standalone interventions that negatively impact social and ecological connectedness and projects’ potential for climate-change adaptation. Nature-based urban developments require a proactive effort to understand the precise ecological demands across scales and how they can be harnessed effectively in these complex planning processes. The results of the study provide key lessons and inspiration to enable authorities to implement more effective nature-based planning instruments.
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There is little consensus about the nature of teachers’ digital competencies in Higher Education. Moreover, existing digital competence frameworks have largely been developed for teachers in secondary education. In response to this, the current study focuses on developing and validating a framework of digital competencies for teachers in Higher Education. First, a review was conducted to determine the state of digital competence research regarding dimensions and definition of digital competence. In a next step, similarities and differences between existing digital competence frameworks were identified. Based on the outcomes of the review and the framework comparison, a framework was developed in an iterative process through expert meetings with policy makers, experts in the field of educational technology, and validated with practitioners. The new framework includes four dimensions of teachers’ digital competencies: Teaching practice Empowering students for a digital society Teachers’ digital literacy Teachers’ professional development The resulting Higher Education Digital Competence (HeDiCom) framework will provide guidance and clearer expectations of teachers’ digital competency. Ultimately, improving teachers’ digital competencies will contribute to improving the quality of digital competencies of the students.
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In recent years, numerous environmental psychology studies have demonstrated that contact with nature as opposed to urban settings can improve an individual’s mood, can lead to increased levels of vitality, and can offer an opportunity to recover from stress. According to Attention Restoration Theory (ART) the restorative potential of natural environments is situated in the fact that nature can replenish depleted attentional resources. This replenishment takes place, in part, because nature is deemed to be a source of fascination, with fascination being described as having an ‘‘attentional’’, an‘‘affective’’ and an ‘‘effort’’ dimension. However, the claim that fascination with nature involves these three dimensions is to a large extent based on intuition or derived from introspection-based measurement methods, such as self-reports. In three studies, we aimed to more objectively assess whether these three dimensions indeed applied to experiences related to natural environments, before any (attentional) depletion has taken place. The instruments that were used were: (a) the affect misattribution procedure (Study 1), (b) the dot probe paradigm (Study 2) and (c) a cognitively effortful task (Study 3).These instrument were respectively aimed at verifying the affective, attentional and effort dimension of fascination. Overall, the results provide objective evidence for the claims made within the ART framework, that natural as opposed to urban settings are affectively positive (cfr., affective dimension) and that people have an attentional bias to natural (rather than urban) environments (cfr., attentional dimension). The results regarding the effort dimension are less straightforward, and suggest that this dimension only becomes important in sufficiently difficult cognitive tasks.
The Academy for Leisure & Events has always been one of the frontrunners when it comes to the development, design and implementation of cultural tourism and creative industry business models as well as lifelong learning programmes.These programmes are attended by a variety of leisure and tourism professionals, including public authorities in leisure, culture and nature fields.The CULTURWB project addresses the need for strengthening the development of the cultural tourism industry.The experts from BUas together with the other project partners have utilised diverse research methodologies (marketing and branding, strategy business planning, digital tourism, sustainable development, strategy and action plan implementation, etc.) to develop and pilot a toolkit for Lifelong Learning courses in the field of cultural tourism and heritage. They have also designed and implemented a master’s programme in the WB countries and created an online platform for communication between stakeholders, industry leaders, managers, workforce, and academia.PartnersHochschule Heibronn, FH Joanneum Gesellschaft, World University Service - Österreichisches Komitee (WUS Austria), Dzemal Bijedic University of Mostar (UNMO), University of East Sarajevo (UES), The University of Banja Luka (UBL), University of NIS (UNI), University of Montenegro (UoM), Sarajevo Meeting of Cultures (SMOC), rovincial Institute for the Protection of Cultural Monuments (PZZZSK), Tourism Organisation of Kotor Municipality (TO Kotor)
The growing use of digital media has led to a society with plenty of new opportunities for knowledge exchange, communication and entertainment, but also less desirable effects like fake news or cybercrime. Several studies, however, have shown that children are less digital literate than expected. Digital literacy has consequently become a key part within the new national educational policy plans titled Curriculum.nu and the Dutch research and policy agendas. This research project is focused on the role the game sector can play in the development of digital literacy skills of children. In concrete, we want to understand the value of the use of digital literacy related educational games in the context of primary education. Taking into consideration that the childhood process of learning takes place through playing, several studies claim that the introduction of the use of technology at a young age should be done through play. Digital games seem a good fit but are themselves also part of digital media we want young people to be literate about. Furthermore, it needs to be taken into account that digital literacy of teachers can be limited as well. The interactive, structured nature of digital games offers potential here as they are less dependent on the support and guidance of an adult, but at the same time this puts even more emphasis on sensible game design to ensure the desired outcome. The question is, then, if and how digital games are best designed to foster the development of digital literacy skills. By harnessing the potential of educational games, a consortium of knowledge and practice partners aim to show how creating theoretical and practical insights about digital literacy and game design can aid the serious games industry to contribute to the societal challenges concerning contemporary literacy demands.
Despite their various appealing features, drones also have some undesirable side-effects. One of them is the psychoacoustic effect that originates from their buzzing noise that causes significant noise pollutions. This has an effect on nature (animals run away) and on humans (noise nuisance and thus stress and health problems). In addition, these buzzing noises contribute to alerting criminals when low-flying drones are deployed for safety and security applications. Therefore, there is an urgent demand from SMEs for practical knowledge and technologies that make existing drones silent, which is the main focus of this project. This project contributes directly to the KET Digital Innovations\Robotics and multiple themes of the top sectors: Agriculture, Water and Food, Health & Care and Safety. The main objective of this project is: Investigate the desirability and possibilities of extremely silent drone technologies for agriculture, public space and safety This is an innovative project and there exist no such drone technology that attempts to reduce the noises coming from drones. The knowledge within this project will be converted into the first proof-of-concepts that makes the technology the first Minimum Viable Product suitable for market evaluations. The partners of this project include WhisperUAV, which has designed the first concept of a silent drone. As a fiber-reinforced 3D composite component printer, Fiberneering plays a crucial role in the (further) development of silent drone technologies into testable prototypes. Sorama is involved as an expert company in the context of mapping the sound fields in and around drones. The University of Twente is involved as a consultant and co-developer, and Research group of mechatronics at Saxion is involved as concept developer, system and user requirement verifier and validator. As an unmanned systems innovation cluster, Space53 will be involved as innovation and networking consultant.