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Co-creation en innovation in health samenvatting S4

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Elke cursus en elke powerpoint die we tijdens de lessen gezien hebben, heb ik in een overzichtige samenvatting gegooid. De samenvatting is gebaseerd op de te kennen leerstof. Alles wat in de samenvatting staat, is dan ook te kennen voor het examen. Alles wat niet in de samenvatting staat, is niet te kennen voor het examen.

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Co-
creation en
Innovation
in Health
Howest, Toegepaste
Gezondheidswetenschap
pen S4

,Inhoud
1. Waarom co-creatie en innovatie in TGW?..........................................................................................6
1.1. Beroepsrol coach.............................................................................................................................6
1.2. Beroepsrol projectwerker................................................................................................................6
1.3. Beroepsrol netwerker......................................................................................................................6
2. Co-creatie...........................................................................................................................................7
2.1. Vormen............................................................................................................................................7
2.2. Voordelen........................................................................................................................................8
2.3. Voorwaarden...................................................................................................................................8
2.4. Voorbeelden....................................................................................................................................8
2.5. Innowiz............................................................................................................................................9
3. Innovatie...........................................................................................................................................10
3.1. Soorten..........................................................................................................................................10
3.1.1. Belangrijkste tweedeling (soorten).............................................................................................10
3.1.2. Andere onderverdelingen (soorten)...........................................................................................11
3.2. E-health (electronic health)...........................................................................................................13
3.2.1. M-health?...................................................................................................................................13
3.2.2. Waarom e-health?......................................................................................................................13
3.3. Toepassingen.................................................................................................................................14
3.3.1. VR & AR......................................................................................................................................14
3.3.2. AI................................................................................................................................................14
3.3.3. Gamification & serious games....................................................................................................14
3.3.4. Apps en websites........................................................................................................................15
3.3.5. Health devices............................................................................................................................15
3.3.6. Sociale media..............................................................................................................................16
3.3.7. Innovatief evalueren...................................................................................................................16
4. co-creatie: what?..............................................................................................................................17
4.1. Vormen co-creatie.........................................................................................................................17
4.2. Voordelen......................................................................................................................................18
4.3. Voorwaarden.................................................................................................................................18
4.4 voorbeelden...................................................................................................................................18
5. Genoomanalyse................................................................................................................................19
5.1. Nature-nurture en gezondheid......................................................................................................19
5.1.1. Definitie..................................................................................................................................19
5.1.2. Biologische aanleg als basis....................................................................................................19

,5.2. Revolutie van de genoomanalyse..................................................................................................19
5.2.1. Definiëring..............................................................................................................................19
5.2.2. Wat kunnen we ermee?.........................................................................................................19
5.2.3. Opmars...................................................................................................................................20
5.2.4. DNA-zelftests  kunnen beargumenteren wrm je dit wel of niet zou doen! .............................20
5.3. Epigenetica....................................................................................................................................20
5.3.1. Definities.................................................................................................................................20
5.3.2. Rol van levensstijl...................................................................................................................21
5.3.3. Genoomcoaches.....................................................................................................................21
5.4. Maatschappelijk debat..................................................................................................................21
5.5. Link naar IMP.................................................................................................................................22
6. sociale media....................................................................................................................................22
6.1. Definitie.........................................................................................................................................22
6.2. Soorten..........................................................................................................................................22
6.3. Begrippen......................................................................................................................................22
6.4. Feiten en fabels over sociale media en gezondheid......................................................................23
6.5. Sociale media en gezondheidsbevordering...................................................................................24
6.6. Swot-analyse.................................................................................................................................25
6.7. Voor- en nadelen...........................................................................................................................25
6.8. Link naar IMP.................................................................................................................................26
7. Communicatietechnieken.................................................................................................................27
7.1. Facebook adds  communicatiestrategie........................................................................................27
7.2. Film / video tips.............................................................................................................................27
7.3. Podcast..........................................................................................................................................28
7.4. Infographic.....................................................................................................................................28
7.5. Communicatiemogelijkheden........................................................................................................29
8. Quantified self..................................................................................................................................32
8.1. Quantified self...............................................................................................................................32
8.1.1. Aanpak....................................................................................................................................32
8.1.2. Privacy....................................................................................................................................32
8.1.3. Impact.....................................................................................................................................33
8.2. Wearables......................................................................................................................................33
8.2.1. Vragen....................................................................................................................................34
8.2.1.1. Hoe goed meten activity trackers/wearables?................................................................34
8.2.1.2. Welke effecten hebben activity trackers/wearables op sport-en beweeggedrag van
mensen?.......................................................................................................................................34

, 8.2.1.3. Blijven mensen activity trackers ook op langere termijn dragen?...................................35
8.3. E-coach..........................................................................................................................................35
9. Gamification.....................................................................................................................................35
9.1. Definities........................................................................................................................................35
9.1.1. Classificatie.............................................................................................................................35
9.1.2. Definitie..................................................................................................................................36
9.1.3. Typische kenmerken...............................................................................................................36
9.1.3.1. Game-elementen.............................................................................................................36
9.1.3.2. Niet-game omgeving........................................................................................................37
9.1.3.3. Bevorderen van doelgedrag en engagement...................................................................37
9.1.4. Devices....................................................................................................................................38
9.2. Negatieve effecten........................................................................................................................39
9.2.1. Negatieve effecten op motivatie............................................................................................39
9.2.2. Informationele ruis.................................................................................................................39
9.2.3. Verminderde integriteit van de inspanning/het sporten........................................................39
9.2.4. Demoraliserende effecten......................................................................................................39
9.2.5. Grenzen overschrijden............................................................................................................39
10. Gamification in de bewegingscontext.............................................................................................39
10.1. Inzetten van gamification............................................................................................................39
10.1.1. Waarom gamification toepassen?........................................................................................39
10.1.2. Framework voor inzetten van gamification..........................................................................40
10.2. gamification toolkit......................................................................................................................40
10.2.1.1. PBL.....................................................................................................................................40
10.2.1.2. 6 manieren waarop punten gebruikt worden....................................................................40
10.2.1.3. Badges...............................................................................................................................41
10.2.1.4. Eigenschappen goed ontworpen badge systeem...............................................................41
10.2.1.5. Meerwaarde leaderbords..................................................................................................41
10.2.1.6. 3 relevante niveaus van game elementen.........................................................................41
10.3. Gamification als motivator voor gedragsverandering..................................................................42
10.3.1. Zelfdeterminatietheorie.......................................................................................................42
11. Serious games.................................................................................................................................43
11.1. Definitie serious games................................................................................................................43
11.2. Voordelen....................................................................................................................................43
11.3. Domeinen....................................................................................................................................43
11.4. Beperkingen.................................................................................................................................43
12. EHealth...........................................................................................................................................44

, 12.1. Voordelen van eHealth................................................................................................................44
12.2. Eigen medisch dossier.................................................................................................................44
12.3. Geïnformeerde toestemming......................................................................................................44
12.4. Therapeutische relatie.................................................................................................................44
12.5. sumEHR.......................................................................................................................................45
12.6. recip-e..........................................................................................................................................45
12.6.1. Wat?.....................................................................................................................................45
12.6.2. Doel?.....................................................................................................................................45
13. InnMotion.......................................................................................................................................46
13.1. Exergaming..................................................................................................................................46
11.2.1. definitie.................................................................................................................................46
11.2.2. User requirements................................................................................................................46
14. AI for healthcare.............................................................................................................................46
14.1. Onder de motorkap van machine learning..................................................................................47
14.1.1. Verschil tussen AI, ML en DL.................................................................................................47
14.1.2. Verschillende leerstrategieën...............................................................................................47
14.2. AI, the holy grail?  bedenkingen bij AI.........................................................................................48
15. Les apps..........................................................................................................................................49
15.1. Gezondheidsapps........................................................................................................................49
15.2. Verwachtingen ten aanzien van apps..........................................................................................49
15.2.1. Gebruiker..............................................................................................................................49
15.2.2. Bij de ontwikkeling en bij het gebruik...................................................................................50
15.3. Voor- en nadelen van het gebruik van apps................................................................................50
15.4. De app of de arts?........................................................................................................................50
16. Gastles participatie in de praktijk (co-creation)..............................................................................51
16.1. Opdracht Stad Brugge: de dampoortroute..................................................................................51
16.1.1. Stelling..................................................................................................................................51
16.1.2. Voorbeeld tool die bij kinderen kan toegepast worden........................................................51
16.1.3. Aandachtspunten bij de term NIVEA....................................................................................52
17. Innowiz (co-creation)......................................................................................................................52
17.1. Wat is een ontwerp?...................................................................................................................52
17.2. Design thinking............................................................................................................................52
17.3. Innowiz........................................................................................................................................53

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