Dienst van SURF
© 2025 SURF
This article presents findings from an empirical study on the relations between the variables comprising learning mechanisms in small collaborative groups. Variables comprising the central learning mechanisms component were task related interactions, knowledge elaborations, and subjective estimation of knowledge acquisition. Student related determinants of the learning processes were dysfunctional behavior, and work group management. Tutor related determinants were tutor facilitative behavior (facilitation, questioning, and mini-lecturing), and tutor work group management. The selected variables were structured into a path model. The first question concerned the way the three variables comprising the learning mechanisms component are related to each other. We have contrasted mediation vs. addition hypothesis. The second question concerned the validity of the complete small group functioning model. In order to answer these questions we have constructed a questionnaire and administered it to 89 1st year medical students. Concerning the first question, the data were in accordance with the mediation hypothesis. Specific analyses showed that only the collaborative sequence type of task related interactions had positive effects on both knowledge elaborations and knowledge acquisition. In contrast the transfer of knowledge type of interactions had negative effects on the same variables. Test of the validity of the complete model showed a satisfactory model fit. Briefly, our findings suggest that a large proportion of collaborative sequences in the group, together with a low proportion of dysfunctional behavior and highly facilitative behavior of the tutor will lead to a high proportion of knowledge elaborations. Knowledge elaborations positively affect knowledge acquisition which is an important determinant of the student satisfaction and motivation.
De Peer Support Group Kwalitatief Onderzoek van de HU is een groeiende, zelfsturende, HU-brede groep die is ontstaan uit de behoefte van onderzoekers en docenten om als ‘peers’ onderling kennis en ervaring te delen met betrekking tot kwalitatief onderzoek. De logistiek en organisatie van deze groep heeft een zeer fluïde karakter. Zij vormt zich naar de inhoudelijke en organisatorische behoeften van de groep. Deze behoeften zijn continu in beweging door onder andere veranderingen binnen de organisatie van de HU en de verschillende werkvelden en onderzoeksdomeinen waaruit de deelnemers afkomstig zijn. Maar ook door de ontwikkelingen die plaatsvinden op het terrein van kwalitatief onderzoek, binnen de eigen Peer Support Group (PSG) zelf en van de individuen die deel uitmaken van de PSG. In deze bijdrage zal ik nader uiteenzetten hoe complexiteit een rol speelt in het ontstaan en functioneren van de PSG.
De ontwikkelingen en veranderingen in de gezondheidszorg maken het noodzakelijk dat verpleegkundigen door middel van bij- en nascholing hun deskundigheid op peil houden. Deskundigheid is de basis waarop herregistratie in het BIG-register zal gaan plaatsvinden. Per 1 januari 2009 moeten zorgverleners na vijf jaar hun deskundigheid aantonen door te voldoen aan de werkervaringseis en, als ze daar niet aan voldoen, de scholingseis1. Deskundigheidsbevordering en Lifelong Learning - levenslang leren - gaan hand in hand. Lifelong Learning is het principe dat mensen gedurende hun hele leven in staat en gemotiveerd zijn om te leren en dat de omgeving daartoe mogelijkheden biedt2, 3. E-learning wordt geassocieerd met leeractiviteiten die plaatsvinden op een zelfgekozen moment waarbij een met een computernetwerk verbonden computer interactief gebruikt wordt. ‘Any place, any time’ is een wezenlijk aspect van e-learning. E-learning is belangrijk voor het levenslang leren van verpleegkundigen.
Door producten en diensten inclusief te ontwerpen kunnen ontwerpers een belangrijke bijdrage leveren aan een inclusievere samenleving, waarin iedereen op eigen wijze kan participeren. In AID gaan negen mkb-ontwerpbureaus Afdeling Buitengewone Zaken (A/BZ), theRevolution, Design Innovation Group, Greenberry, Ideate, Keen Public, Muzus, Netrex Internet Solutions (Leer Zelf Online) en Vrienden van verandering) die rijke maar uiteenlopende ervaring hebben met inclusief ontwerpen op zoek naar antwoorden op de vraag hoe hun vermogen voor inclusief ontwerpen kan worden versterkt. Ze doen dit middels actie-onderzoek in hun eigen beroepspraktijk en door hun ervaringen te delen met onderzoekers, docenten en co-ontwerpers in een ‘learning community’.
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.
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.