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Mixing examples of different categories (interleaving) has been shown to promote inductive learning as compared with presenting examples of the same category together (massing). In three studies, we tested whether the advantage of interleaving is exclusively due to the mixing of examples from different categories or to the temporal gap introduced between presentations. In addition, we also tested the role of working memory capacity (WMC). Results showed that the mixing of examples might be the key component that determines improved induction. WMC might also be involved in the interleaving effect: participants with high spans seemed to profit more than participants with low spans from interleaved presentations. Our findings have relevant implications for education. Practice schedules should be individually customised so society as a whole can profit from differences between learners. (PsycINFO Database Record (c) 2017 APA, all rights reserved)
In this book of examples we present possible implementations of straightforward and manageable climate-resilient ideas and options for residential streets. Examples from ordinary Dutch street views show how climate resilience can be implemented with simple solutions and how this does not need to be more costly than traditional measures, particularly in flat areas (such as we often find in the Netherlands). This observation is based on comparative studies across various Dutch cities. We hope that the examples will inspire you to find ways to implementclimate-resilient measures in your city, because the climate is right up your street.
This book of examples suggests a variety of options for easy and accessible climate-resilient retrofitting of residential areas. The case studies for a set of common streets in the Netherlands will match urban settings in other countries. The examples show that effective climate-resilient retrofitting is usually quite simple and does not necessarily incur higher costs than traditional approaches, particularly in flat areas. An examination of typical Dutch urban street designs shows how climate resilience can be incorporated under different conditions while keeping costs down with retrofitting. We have investigated the effects of four retrofitting variants and specified their cost and benefits, applying a typology of common residential street characteristics. We sincerely hope these case studies inspire you to get started in your own town, city and country, because the climate is right up your street.
Carboxylated cellulose is an important product on the market, and one of the most well-known examples is carboxymethylcellulose (CMC). However, CMC is prepared by modification of cellulose with the extremely hazardous compound monochloracetic acid. In this project, we want to make a carboxylated cellulose that is a functional equivalent for CMC using a greener process with renewable raw materials derived from levulinic acid. Processes to achieve cellulose with a low and a high carboxylation degree will be designed.
The postdoc candidate, Giuliana Scuderi, will strengthen the connection between the research group Biobased Buildings (BB), (collaboration between Avans University of Applied Sciences and HZ University of Applied Sciences (HZ), and the Civil Engineering bachelor programme (CE) of HZ. The proposed research aims at deepening the knowledge about the mechanical properties of biobased materials for the application in the structural and infrastructural sectors. The research is relevant for the professional field, which is looking for safe and sustainable alternatives to traditional building materials (such as lignin asphalt, biobased panels for bridge constructions, etc.). The study of the mechanical behaviour of traditional materials (such as concrete and steel) is already part of the CE curriculum, but the ambition of this postdoc is that also BB principles are applied and visible. Therefore, from the first year of the programme, the postdoc will develop a biobased material science line and will facilitate applied research experiences for students, in collaboration with engineering and architectural companies, material producers and governmental bodies. Consequently, a new generation of environmentally sensitive civil engineers could be trained, as the labour market requires. The subject is broad and relevant for the future of our built environment, with possible connections with other fields of study, such as Architecture, Engineering, Economics and Chemistry. The project is also relevant for the National Science Agenda (NWA), being a crossover between the routes “Materialen – Made in Holland” and “Circulaire economie en grondstoffenefficiëntie”. The final products will be ready-to-use guidelines for the applications of biobased materials, a portfolio of applications and examples, and a new continuous learning line about biobased material science within the CE curriculum. The postdoc will be mentored and supervised by the Lector of the research group and by the study programme coordinator. The personnel policy and job function series of HZ facilitates the development opportunity.
Evaluating player game experiences through biometric measurementsThe BD4CG (Biometric Design for Casual Games project) worked in a highly interdisciplinary context with several international partners. The aim of our project was to popularize the biometric method, which is a neuro-scientific approach to evaluating the player experience. We specifically aimed at the casual games sector, where casual games can be defined as video or web-based games with simple and accessible game mechanics, non threatening themes and generally short play sessions. Popular examples of casual games are Angry Birds and FarmVille. We focussed on this sector because it is growing fast, but its methodologies have not grown with it yet. Especially the biometrics method has so far been almost exclusively used domain by the very large game developers (such as Valve and EA). The insights and scientific output of this project have been enthusiastically embraced by the international academic arena. The aim of the grant was to focus on game producers in the casual sector, and we have done so but we also established further contacts with the game sector in general. Thirty-one outputs were generated, in the form of presentations, workshops, and accepted papers in prominent academic and industry journals in the field of game studies and game user research. Partners: University of Antwerpen, RANJ, Forward Games, Double Jungle, Realgames, Dreams of Danu, Codemasters, Dezzel, Truimph Studios, Golabi Studios