May 5, 2026
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
Marjan Wink, Michel Kropman, Valentina Tassone
March 19, 2026
ShareXR introduces a challenge-based learning (CBL) approach for integrating research, design, and development in engineering education through extended reality (XR). Developed at the University of Twente’s BMS Lab, the model addresses the increasing need for multidisciplinary collaboration by teaching students to speak a shared language across research, design, and technical development. Even for those without an engineering, scientific or STEM background. This course offers a hands-on, multidisciplinary learning experience where students take real research ideas and transform them into innovation projects within a complete and validated open learning XR ecosystem. With reusable multimedia course content, the course enables students to understand interdisciplinary collaboration, while each module focuses on one of the four pillars: Research, Design, Development, and Project Management — guided by principles of balance, iteration, and collaboration. By working with different tools like one-page project canvases, students will learn how to translate research ideas into structured user stories, requirements, and project management tasks, while exploring how XR tools can act as a human-centered medium for prototyping, testing, and validating ideas without requiring coding skills.
Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler, Peter Slijkhuis, Mirjam Galetzka, Benno Pals, Jan-Willem van 't Klooster
February 2, 2026
Eindverslag van het Radboudproject You Have a Part to Play. De afgelopen drie jaar hebben wij als projectteam met veel plezier en bevlogenheid gewerkt aan de verduurzaming van het hoger onderwijs. Met het project You Have a Part to Play hebben we bijgedragen aan de integratie van duurzaamheid in het curriculum en het onderwijsontwerp van universitaire bacheloropleidingen. Gedurende anderhalf jaar zijn we in gesprek gegaan met duo’s van docenten en studenten uit 38 bacheloropleidingen van de Radboud Universiteit en ArtEZ Hogeschool voor de Kunsten. Samen hebben we onderzocht hoe duurzaamheid op dit moment een plek heeft in het onderwijs en waar ruimte is voor versterking van de maatschappelijke relevantie. Via een combinatie van twee individuele interviews per opleiding, een facultaire workshop en een universiteitsbrede werkbijeenkomst in Soeterbeeck hebben we dit proces vormgegeven. Dit intensieve traject heeft veel inzichten en materiaal opgeleverd. We hebben besloten dit op verschillende manieren te bundelen, verwerken en (open) verspreiden.
Edwin van Meerkerk, Elize de Mul, Britt Broekhaus
July 14, 2025
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).
Robin Bos, Jasper van Vught, Open Minds UU
July 14, 2025
Open Mind is a digital 20-30 minute game that can be played on any smartphone or tablet. It offers a structured and engaging environment that challenges players’ assumptions and encourages them to reflect on their own experiences, question their assumptions, and explore diverse perspectives in a safe and interactive way. One can choose to have students play the game in class in class mode and include a plenary introduction and a post-play reflection, or one can have students play the game individually at home or at another location. When played on campus, the activity (game, introduction, and reflection) takes approximately 45 minutes in total. It could be used as a first introduction to perspective-taking and uncovering prejudices, priming students to be more open to participate in follow-up activities like perspective-taking exercises and dialogues. Open Mind 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. Other learning activities that have been developed as part of this project are Playing perspectives (a game design toolkit) and The Square (Het Vlak; a creative dialogue methodology).
Robin Bos, Remco Veltkamp, Open Minds UU
July 1, 2025
This collection consists of several educational resources pertaining to teaching with objects. These resources aim to support you in getting started with the numerous ways that objects can be implemented in education and to inspire you in creating your own version of these lesson plans. Every publication below includes documents with instructions and (a link to) the specific object that is used in the lesson plan. Some of the educational resources are linked to a digitized clay tablet. If this is the case, the publication of that resource will include a link to that digitized clay tablet. Moreover, the links & downloads underneath present you with a guide that presents several practical methods of Object Based Teaching and Learning (OBTL) linked to the learning objectives to which they cater. The guide includes numerous links to articles and case studies. In addition, you’ll find some information pages on OBTL as a didactical theory and its implementation at the VU.
Linde Voorend, Kim Dibbets, Michèle Meijer, Aidan Houtkamp, Sofia Zampedri
July 1, 2025
Short description: PubMed is a bibliographic database on biomedicine, health and life science. In this e-learning module, you’ll learn how to build search queries in PubMed using specific search techniques, field tags, and the MeSH database. Expected time to complete: 30 to 60 minutes. Learning goals: After finishing this e-learning module, you'll be able to search the MeSH database for relevant MeSH terms; find synonyms for your concepts by using the MeSH database; build search queries for PubMed using standard search techniques, MeSH terms, and filters; and save and manage your PubMed searches. Use the link to get direct access to the e-learning module Perform a search in PubMed Download the Xerte deployment ZIP if you want to make modifications to the e-learning module for your own institution. What to modify for your own institution: slide 3 - how to access PubMed for your own institution slide 19 - how to access to the full text for your own institution
Wageningen University & Research Library
June 1, 2025
Looking to bring your business courses to life with real-world challenges and active learning? Discover our free, open-source experiential learning toolkit—a rich collection of video-based teaching resources built around solving business cases. This experiential approach focuses on learning by doing: students tackle real-world problems through case-solving, developing essential skills in critical thinking, strategic management, and leadership. Included in the toolkit are video-based explanations of the case-solving process and problem-based learning materials. This guide provides you with a full case-driven course of 8 weeks with interdisciplinary teaching videos; spread across weekly sessions of 100 minutes including a final student competition. All sessions are supported by a detailed lecture plan, a variety of cases, assignments, evaluation forms, and other supporting materials. Designed for undergraduate business education, this toolkit supports innovative pedagogy, combining interdisciplinary thinking with hands-on case analysis. Perfect for educators aiming to teach business through real problems, not just theory.
Britta Stoelinga, Hans van Oudheusden
June 1, 2025
This final, high-energy lesson—or event—is all about case-solving competitions between students. Format, rules, and possible schedules are all part of this concluding session. A case competition is an inspiring and effective way to conclude a case-cracking training series. It gives students the opportunity to apply their skills in a high-pressure, real-world setting that fosters focus, teamwork, and clear communication under time constraints. Competitions not only allow for immediate feedback and continuous improvement but also mirror the dynamics of real consulting work, where firms compete for projects. Whether students solve a live business challenge or a simulated case, involving industry professionals as judges adds authenticity and depth to the experience. Including a final round enhances learning for all participants—both those presenting and those observing—and helps generate visibility and excitement around the program, inspiring future engagement.
Hans van Oudheusden, Britta Stoelinga
June 1, 2025
Around this video, a lesson has been built with specific learning objectives, activities, and supporting materials for students. The next steps in the case-solving cycle are being explained: generating and selecting solutions. Students explore ideation techniques like brainwriting and mind mapping to develop creative, practical ideas. Ground rules help keep the process focused, collaborative, and open. To evaluate ideas, the SFA framework (Suitability, Feasibility, Acceptability) is used to shortlist the most promising options. A real-world example shows how these tools lead to well-founded decisions. Finally, students learn to apply a decision-making matrix to compare options using relevant criteria. This lesson helps students move from insights to action by developing structured, team-driven solutions.
Hans van Oudheusden, Britta Stoelinga