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Deze publicatie richt zich vooral op het concept Design Based Research,gezien vanuit het perspectief van de bijna 40 lectoren die de hogeschool rijk is. Dit lectoratenoverzicht kan worden beschouwd als een atlas of reisgids waarmee de lezer een route kan afleggen langs de verschillende lectoraten. De lectoraten die actief zijn op het gebied van de Service Economy worden beschreven in hoofdstuk 2. De lectoraten die actief zijn op het gebied van Vitale Regio worden beschreven in hoofdstuk 3. De lectoraten die actief zijn op het gebied van Smart Sustainable Industries worden beschreven in hoofdstuk 4. De lectoraten die actief zijn op het gebied van de hogeschoolbrede thema’s Design Based Education en Research worden beschreven in hoofdstuk 5. Tenslotte wordt er in hoofdstuk 6 een eerste aanzet gedaan om één of meer verbindende thema’s of werkwijzen te ontdekken in de aanpak van de verschillende lectoraten. Het is niet de bedoeling van deze publicatie om een definitief antwoord te geven op de vraag wat NHL Stenden precies bedoelt met het concept Design Based Research. Het doel van deze publicatie is wel om een indruk te krijgen van wat er allemaal gebeurt binnnen de lectoraten van NHL Stenden, en om nieuwsgierig te worden naar meer.
To promote student writing development, integrated approaches such as genre-based writing instruction (GBWI) are advocated in tertiary education. However, most subject lecturers are not used to centralise writing in their subjects as they focus on content teaching. Capitalising on teacher learning within GBWI is therefore necessary. Design-based research can offer a fruitful learning environment for such innovative type of content and language integrated instruction. In a multiple case study (n=2) in Dutch higher professional education, we aimed to explore what subject lecturers can learn in a design-based research project in terms of scaffolding students’ writing. Qualitative data on teacher learning were collected through logs and interviews before, during and after three GBWI interventions. These data were transcribed verbatim and analyzed using transcription software. Results showed the subject lecturers reported multifaceted learning outcomes, particularly concerning changed knowledge and beliefs. Some of these were directly related to GBWI (e.g., metalanguage, deconstruction, text features) whereas others were related to scaffolding language in subject learning more generally, and to the lecturers’ teaching roles. Both lecturers also reported learning outcomes in terms of changed practices, but to a lesser extent. This may be related to the challenging character of enacting GBWI in the subjects. On a more general level, this study has yielded valuable insights into what factors are at stake when subject lecturers learn to enact GBWI. Further, it has shown the potential of a design-based research learning environment which we view as part of a causal field instigating subject lecturers’ professional development.
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Dit paper is het eindproduct van leerarrangement 1 (Zin in Leren) van de HBO masteropleiding Leren en Innoveren. Het is een literatuurstudie naar blended learning en hoe blended learning kan bijdragen aan een beter leerresultaat van de student.
GAMING HORIZONS is a multidisciplinary project that aims to expand the research and innovation agenda on serious gaming and gamification. The project is particularly interested in the use of games for learning and cultural development. Gamification - and gaming more broadly – are very important from a socio-economic point of view, but over the past few years they have been at the centre of critical and challenging debates, which highlighted issues such as gender and minority representation, and exploitative game mechanics. Our project’s key contention is that it is important for the European ICT community to engage with design trends and social themes that have affected profoundly the mainstream and ‘independent’ game development cultures over the past few years, especially because the boundaries between leisure and serious games are increasingly blurred. GAMING HORIZONS is a direct response to the official recognition by the H2020 programme of work that multidisciplinary research can help to advance the integration between Responsible Research and Innovation (RRI) and the Social Sciences and the Humanities (SSH). The project’s objective is to enable a higher uptake of socially responsible ICT-related research in relation to gaming. This objective will be achieved through a research-based exchange between communities of developers, policy makers, users and researchers. The methodology will involve innovative data collection activities and consultations with a range of stakeholders over a period of 14 months. We will interrogate the official ‘H2020 discourse’ on gamification – with a particular focus on ‘gamified learning’ - whilst engaging with experts, developers and critical commentators through interviews, events, workshops and systematic dialogue with an Advisory Board. Ultimately, GAMING HORIZONS will help identify future directions at the intersection of ethics, social research, and both the digital entertainment and serious games industries.EU FundingThe 14-month research project 'Gaming Horizons' was funded by the European Commission through the Horizon 2020 research and innovation programme.