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dc.contributor.authorAgterbos, Marieke
dc.contributor.authorAldershoff, Frank
dc.contributor.authorCawley, Oisin
dc.contributor.authorJung, Norbert
dc.contributor.authorKehoe, Joseph
dc.contributor.authorKlok, Eric
dc.contributor.authorKünz, Andreas
dc.contributor.authorNilsen, Jan Harald
dc.contributor.authorJost, Patrick
dc.contributor.authorRothe, Irene
dc.contributor.authorSandstrak, Grethe
dc.contributor.authorSkar, Reidun
dc.contributor.authorWeidman, Karl-Heinz
dc.date.accessioned2021-06-07T07:36:02Z
dc.date.available2021-06-07T07:36:02Z
dc.date.created2020-03-24T10:09:13Z
dc.date.issued2019
dc.identifier.citationIEEE Global Engineering Education Conference, EDUCON. 2019, April-2019:8725104 211-216.en_US
dc.identifier.issn2165-9559
dc.identifier.urihttps://hdl.handle.net/11250/2758078
dc.description.abstractIn this paper we present a new initiative to promote collaborative learning through industry partnered, interdisciplinary, student and user centred projects. This was achieved through the development of rehabilitation devices augmented with gamified software. Today development of software systems often requires people from different specialities who can work in multidisciplinary teams to achieve a common objective. A key challenge, therefore, is producing graduates with an understanding of a number of disparate skills across many discipline boundaries. Undergraduates may be knowledgeable in one specific discipline but will not be aware of the issues brought to bear by other relevant disciplines. In an effort to overcome this limitation, a cross-discipline course “Serious Games and Welfare Technology” was developed that allows students from different disciplines to work together to produce innovative, technology- supported health solutions. The course, an EU funded Erasmus+ initiative, was supported by a MOOC and enabled multi- disciplined and multinational teams to produce solutions for leading Health technology companies in the areas of rehabilitation and aging support. Following the first year of offering the course with a cohort of students from 5 countries, we report on the experiences and outcomes achieved from a number of viewpoints.en_US
dc.language.isoengen_US
dc.publisherInstitute of Electrical and Electronics Engineers (IEEE)en_US
dc.titleDeveloping health technology innovators: A collaborative learning approachen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionacceptedVersionen_US
dc.source.pagenumber211-216en_US
dc.source.volumeApril-2019:8725104en_US
dc.source.journalIEEE Global Engineering Education Conference, EDUCONen_US
dc.identifier.doi10.1109/EDUCON.2019.8725104
dc.identifier.cristin1803144
dc.description.localcode© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.en_US
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cristin.fulltextoriginal
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