Go to homepage
Find educational resourcesKnowledge & expertiseCommunities
NL|EN
Privacy policyParticipating institutions
Creative CommonsCreative Commons AttributionSURFFunded by the European Union

Filter

Search results (74)

…

HBO/WO

MBO

June 17, 2026

AgriLemma 2.0: A serious game for exploring dilemmas in agriculture

In AgriLemma, you are a farmer in Europe managing your own farm across 8 seasons. You grow six types of crops — potatoes, sugar beets, rapeseed, corn, wheat, and chickpeas — each requiring resources such as seeds, water, nutrients, and workers. Players must run, invest in, and improve their farm with sustainable technologies while balancing competing priorities and navigating uncertainties like weather events and pest attacks. The objective is to maximize overall farm health, which is determined by three dimensions: environmental health (positive ecological impact), social health (worker satisfaction), and financial health (farm profitability). Players must strategize across all three dimensions simultaneously — decisions that boost profit may come at an environmental cost, and vice versa. The game makes these trade-offs tangible, encouraging reflection on what sustainable farming really requires. ------------------------------ Learning objectives: · Experiment with different strategies — to operationalize and adapt an approach under pressure, and to reflect on how well it held up. · Expose students to issues of risk management — to plan, control, and explain the reasoning behind in-game choices relating to sustainability, soil conservation practices, integrated crop management, weeding, and pest management, and to learn how to respond when conditions change. · Experience the complexity of decision-making — to take into account weather and policy uncertainties, sustainability pressures, economic realities, and the broader context in which farm decisions are made. --------------------------------Practical information: · Format: Board game (physical/ print-and-play) · Players: 2-4 players (extendable to 8 by playing in teams of 2) · Duration: 3 hours, including onboarding and debrief · Level: Higher education / Stakeholder engagement · Language: English --------------------------------Credits: AgriLemma was originally designed as part of the WATERAGRI project. The second version, including a full redesign of the graphics, was developed with funding support from the TU Delft Open Science Programme course "Civic Engagement in Action: Empowering Researchers and Educators to Make an Impact". Game design: Dr. ir. Aashna Mittal - TU Delft, Faculty of Technology, Policy and Management Graphic design and illustration: Gracia Bovenberg-Murris and Michelle de Smit – TU Delft GameLab Note on image generation: The images in the tech cards and the border of the main game board were created using AI-generated imagery. The constructed wetlands card image is also AI-generated. All other cards and box art are hand-drawn or created in Adobe Illustrator. Note on usability: The print-and-play version of the game has been optimized for office printing.

Document

Aashna Mittal, Gracia Bovenberg-Murris, Michelle de Smit

May 5, 2026

Collaboration and Personal Development

In this reader, a teaching programme (assignments, underlying models and theories) is described to develop collaborative skills in a transdisciplinary-oriented educational context in between science and society. The focus lies on creating awareness about mechamisms that promote pleasurability, effectiveness and responsibility in professional collaborative practices. The MSc course for which it was created, is called Academic Consultancy Training, taught at Wageningen University and Research

Document

Marjan Wink, Michel Kropman, Valentina Tassone

April 8, 2026

ACA-bot

ACA-bot is an engaging chatbot designed for Automated Conversational Assessment (ACA). Drawing inspiration from traditional oral exams, this text-based conversational agent transforms assessment into a dynamic learning experience. It supports both formative and summative evaluation by offering students personalised feedback and guidance at every step of their learning journey. The first ACA-bot prototype focuses on assessing students’ understanding of basic statistical concepts, but its flexible design allows for easy adaptation to a wide range of subjects and learning contexts. Through interactive dialogue, students can practise explaining ideas clearly under exam-like conditions, apply their knowledge to new and challenging questions, and refine their reasoning as they respond to follow-up prompts. They gain valuable insights into their own understanding, identify areas for improvement, and gradually build confidence for both oral and written assessments. For educators, ACA-bot offers a powerful way to scale oral examinations and enhance formative assessment without increasing workload. It automates parts of the assessment process, provides structured and actionable insights into student performance, and opens the door to more personal, interactive feedback at scale. By combining the strengths of conversational AI and educational assessment, ACA-bot turns evaluation into a collaborative, insightful process. It empowers students to think aloud, reason more effectively, and grow, while giving educators a smarter, more innovative way to understand and support learning. ACA-bot is een slimme en inspirerende chatbot die onderwijs en Artificial Intelligence samenbrengt. Geïnspireerd door het klassieke mondelinge examen tilt deze tekstgebaseerde gespreksagent Automated Conversational Assessment naar een nieuw niveau. Studenten krijgen via natuurlijke gesprekken directe, persoonlijke feedback en begeleiding, waardoor leren en toetsen samenvloeien in één boeiende ervaring. Het prototype van ACA-bot is ontwikkeld om kennis over statistiek te beoordelen, maar dankzij het flexibele ontwerp kan het systeem eenvoudig worden aangepast aan andere vakgebieden en toepassingen. Tijdens interactieve dialogen leren studenten helder uitleg geven, hun kennis toepassen op nieuwe vragen en hun redenering aanscherpen. Ze ontdekken waar hun begrip nog verdiept kan worden en groeien zichtbaar in zelfvertrouwen — waardevolle voorbereiding op zowel mondelinge als schriftelijke examens. Ook voor docenten biedt ACA-bot een slimme oplossing. Het maakt mondelinge toetsing schaalbaar, ondersteunt formatieve beoordeling via gesprek, en vermindert de werkdruk door delen van het beoordelingsproces te automatiseren. Bovendien geeft het gestructureerde inzichten in de voortgang en denkwijze van studenten, waardoor elke dialoog bijdraagt aan beter onderwijs. ACA-bot laat zien hoe Automated Conversational Assessment het leren persoonlijker, interactiever en effectiever maakt. Studenten denken hardop, verkennen hun eigen begrip, en verbeteren met vertrouwen — terwijl docenten op een innovatieve, datagedreven manier inzicht krijgen in hoe kennis werkelijk wordt begrepen.

App

Aki Härmä, Julie Bauer

September 1, 2025

Responsible Anticipation and Visioneering

This exercise targets the development of students' capacities to critically analyze existing technological visions and enables them to create their own responsible socio-technical visions. Through group work and discussions, students examine technological promises embedded in anticipation discourses, uncover hidden values and assumptions, and develop alternative narratives that can guide engineering practice and policy decisions

Document

Martin Sand

September 1, 2025

Grading rubric for VirtualShip research cruise

This rubric can be used to grade the assignment "A virtual research cruise to characterise the North Sea water system"

Document

Emma Daniels, Aimee Slangen, Jana Cox

September 1, 2025

A virtual research cruise to characterise the North Sea water system

In this assignment you will learn to set up your own virtual research cruise, during which you will ‘measure’ biophysical oceanographic properties and analyse them. The ocean is not an easy place to perform measurements. It covers a vast area, is not always easy to access (think about the deep ocean), and measuring comes with obstacles. We’re bound by shiptime (which is expensive), the types of instruments that are available (they may break), the weather (storms), sea-ice, seasickness… As research cruises are time consuming and costly, it is important to plan very well. One tool that can help scientists in planning their cruise is VirtualShip. In this assignment, you will use VirtualShip and design a measurement campaign in the North-West European Shelf region, aimed at measuring a cross-section from the open ocean, via the North Sea, towards the coast of Zeeland in the south-west of the Netherlands. Included is a rubric for grading the student reports.

Document

Emma Daniels, Aimee Slangen, Jamie Atkins, Jana Cox

September 1, 2025

Economics in the Digital Age: Insights and Applications

This book serves as an essential resource for both undergraduate and graduate programs due to its comprehensive approach to digital economics: Theoretical Integration: It integrates classical economic theories with the digital economy, demonstrating how traditional principles apply to new digital realities. Practical Frameworks: It provides actionable insights for analyzing digital market trends and monetization strategies, relevant for students, managers, and business professionals alike. Case Studies and Real-World Applications offer concrete examples of digital transformations, making complex concepts more accessible and useful for research and coursework. Advanced Analytical Tools: The book helps students develop the analytical skills needed to evaluate digital business strategies, market dynamics, and the broader economic impact of digital technologies. For professionals, this book provides strategic guidance on navigating the challenges and opportunities of the digital economy. By understanding the core economic principles behind digital business models, managers can make informed decisions on everything from digital marketing to product development, all while anticipating and mitigating risks like cybersecurity threats or regulatory changes.

Open (Access) Text Book

Shilpa Samplonius-Raut

August 21, 2025

Collage-making for self-discovery in engineering ethics

This creative exercise enables students to discover, reflect and express their emotions in relation to engineering. In this way, the exercise enables self-understanding through an encounter with one’s own feelings and intuitions and serves as a starting point for better ethical deliberation and well-being. Learning goals: • Expanding moral sensibility (being aware of their own emotions, values and norms) • Stimulating moral creativity and imagination

Document

Aafke Fraaije

August 13, 2025

Faces of Open Science workshop

Drawing on Utrecht University's Faces of Open Science project, we’ve developed a set of ready-to-use educational activities that invite participants to explore the rich diversity of perspectives within the open science movement. These engaging, interactive materials help learners reflect on their own views, values, and roles in shaping open science—making abstract principles tangible, personal, and actionable. The materials can be used in full as a 4-hour workshop or can be split up in separate activities that take between 30 and 60 minutes. Activities are all developed to promote interaction between participants, for example by storytelling, crafting, or debating.

Document

Marc van Mil

July 14, 2025

Playing Perspectives - a game design toolkit

Students collectively design a game on a polarizing topic and are stimulated to explore and gain a deeper understanding of various perspectives and presuppositions (including their own), recognize rhetorical narratives and frames, and devise strategies to overcome these. Students adopt active listening skills when conversing with one another. Playing Perspectives is based on game-based and transformative learning principles. Playing Perspectives consists of three phases. These can be conducted consecutively or separate from one another as stand alone activities, depending on the time available, your learning objectives and the desire to have a playable game as end product. The materials that are developed by students in each of these phases can be uploaded onto Edusources and used by other teachers if they only want to conduct one of the later phases as stand alone activity. Playing Perspectives was developed as part of the Utrecht University Comenius project Fostering an Open Mind and Open Attitude in Higher Education that strives to stimulate perspective taking and dialogue in academic education with creative learning activities. The other learning activities that have been developed as part of the Open Minds project are the Open Mind digital game and The Square (Het Vlak; a creative dialogue methodology). Please note: the photos required for phase 1 can be downloaded from the Teaching & Learning Collection of the UU (see links).

Document

Robin Bos, Jasper van Vught, Open Minds UU