9 research outputs found

    Stealing their beer time: turning studying for medical progress tests into a social game

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    [EN] Many health education programs use progress tests to evaluate students’ progress in learning and to identify possible gaps in the curricula. The tests are typically longitudinal and feedback-oriented. Although many benefits of the progress test have been described in the literature, we argue that the acclaimed facilitation of deeper learning and better retention of knowledge appear questionable. We therefore propose an innovative way of presenting both the test itself and the study process for the test: a real-time-strategy game with in-game challenges, both individual and in teams. In this conceptual paper we provide a brief overview of the benefits and challenges of progress testing and illustrate how gamifying the process of both the assessment and preparatory work taps into many aspects that educators would like to promote in their students’ learning outcomes and behavior. We then argue why and how we aim to create a pilot version of a progress test game for medical and allied health students. For the development of this game, six tracks are proposed, that will run mostly in parallel in an iterative process, using design-based research as a framework.Smits, A.; Schenk, A.; Van Ewijk, L. (2019). Stealing their beer time: turning studying for medical progress tests into a social game. En Proceedings 5th CARPE Conference: Horizon Europe and beyond. Editorial Universitat Politècnica de València. 9-16. https://doi.org/10.4995/CARPE2019.2019.10189OCS91

    IMPROVING USER'S CONFIDENCE TO ACT WHEN USING ADVICE ALGORITHMS THROUGH INTERACTIVE USE OF COUNTERFACTUALS

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    In this paper, we explore the design of web-based advice robots to enhance users' confidence in acting upon the provided advice. Drawing from research on algorithm acceptance and explainable AI, we hypothesise four design principles that may encourage interactivity and exploration, thus fostering users' confidence to act. Through a value-oriented prototype experiment and valueoriented semi-structured interviews, we tested these principles, confirming three of them and identifying an additional principle. The four resulting principles: (1) put context questions and resulting advice on one page and allow live, iterative exploration, (2) use action or change oriented questions to adjust the input parameters, (3) actively offer alternative scenarios based on counterfactuals, and (4) show all options instead of only the recommended one(s), appear to contribute to the values of agency and trust. Our study integrates the Design Science Research approach with a Value Sensitive Design approach.<br/

    Radio Dabanga: Applied Design Research in Human Experience & Media Design

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    Deze casestudie geeft inzicht in verschillende soorten kennis die kenmerkend zijn voor applied design research. Er wordt onderscheid gemaakt tussen kennis over de huidige situatie, over wenselijke alternatieven en over effectieve oplossingen om daar te komen. Ofwel, kennis hoe het is, kennis over hoe het kan zijn en kennis over hoe het zal zijn als we effectieve oplossingen toepassen. Elk van deze soorten kennis heeft andere kwaliteitscriteria

    Solution Repertoire

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    Research about design cognition acknowledges the importance of knowledge about exiting solutions. Designers tend to employ solution oriented thinking strategies; they generate idea’s starting from initial solutions - called primary generators; they are known to rely on episodic knowledge and precedent throughout the design process; and they iterate frequently between the problem and solution space . This raises the question how such solutions, often in the form of existing designs are taught. Few design programs explicitly acknowledge existing solutions as part of the designers knowledge base, or specify, for example, what types of analyses designers should be able to perform on them. We believe design education could benefit from rethinking how their curricula handle solutions and from explicating this role. To this end we introduce the notion of ‘solution repertoire’. With this term we refer to the knowledge designers have of existing solutions. An analysis of the notion of solution repertoire helps us to identify and recognize solution oriented knowledge and its treatment in our schools. This, in turn, helps us to make more informed choices in our curriculum development

    Co-designing the Adaptive MyPractice Sim for Undergraduate Students

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    To improve retention rate of factual knowledge for health students we set out to design a game which challenges students to continue testing themselves during their studies. Since we intend for them to play this game for at least two years, we had two major challenges to overcome. Firstly, how can students feel motivated to continue playing for two years on end, and secondly, how can enough content be generated for a two-year game play. The first challenge was solved by tapping into a core motivation of health students: many intend to start their own practice and for that, they want to be involved with other practitioners. We, therefore, proposed a sim-type game in which students cannot just practice on virtual patients but also on practitioners logged in as a patient. The second challenge was tackled by building a flexible framework for case collection, and including the production of those cases in the curricula of the involved programmes

    The Network is the Message: Fase 2B: de consument bepaalt het moment

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    Het tweejarige onderzoeksprogramma The Network is the Message richt zich op de effectiviteit van sociale media: wanneer zijn ze effectief, wat bepaalt die effectiviteit en hoe kunnen we dit meten? Startpunt in deze management summary fase 2B is het inzicht dat inhakers belangrijke dragers van brand content zijn, maar dat er ook nog een wereld te winnen is. Dit is nu niet direct een oproep aan alle merken om meteen met inhakers aan de slag te gaan; ‘inhaakmoeheid’ ligt op de loer. In deze management summary wordt beschreven wat goede inhakers zijn, wat een inhaker nou eigenlijk effectief maakt. We beschrijven de vier stappen die een rol spelen bij het ontwikkelen van kwalitatief goede inhakers

    The Network is the Message: Fase 2A: Meten is nog niet weten

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    Het tweejarige onderzoeksprogramma The Network is the Message richt zich op de effectiviteit van sociale media: wanneer zijn sociale media effectief, wat bepaalt die effectiviteit en hoe kunnen we dit meten? Startpunt in deze management summary van thema 2 ‘meten is nog niet weten’ is het inzicht dat het allemaal begint met doelstellingen. Doelstellingen zijn van essentieel belang om te kunnen bepalen of je succes hebt of niet. En bij doelstellingen horen Key Performance Indicators (KPI’s), met een set zorgvuldig geselecteerde metrics die de beste bijdrage leveren om die doelstellingen in kaart te brengen. Op die manier kun je ook bepalen of je je tijd en middelen goed inzet en je misschien effectiever zou zijn deze door deze anders te verdelen
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