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HBO/WO

MBO

August 19, 2026

Game Development with Students

The project Game Development with Students introduces interested educators to an innovative teaching tool with practical insights from the international relations classroom. Game development with students is a specialized form of game-based and project-based learning. It incentivizes both student creativity and in-class student-teacher co-creation and enables a particularly participative and result-oriented approach to the subject matter. The method is thematically flexible enough to travel across different fields of study and is adaptable to different levels of complexity. To enable other educators to implement this innovative teaching tool, we develop instructional materials (an educators handbook as well as educational videos), providing both general information on the experiential, game-based learning theory undergirding the method as well as practical, hands-on tips and trick on how to implement it in different educational settings. In doing so, we address the important, interconnected educational challenges of the transferability and sustainability of teacher developed tools.

Document

Saskia Ruth-Lovell, Bertjan Verbeek, Jorn Weessies

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

March 19, 2026

ShareXR : Challenge-Based Learning with XR (BMS Lab, University of Twente)

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.

App

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler, Peter Slijkhuis, Mirjam Galetzka, Benno Pals, Jan-Willem van 't Klooster

March 15, 2026

Beyond Google Scholar

Students often struggle to find relevant literature for their thesis projects. The main aim of this tutorial is two-fold, namely to teach students (1) how to find relevant literature using various databases and search strategies and (2) how to critically reflect on the role of digital databases and Generative AI tools in their search process. The package includes a lecturer’s manual and two versions of the same tutorial: one with steps in Excel and one without. The tutorial can be delivered as an in-class workshop (2–3 hours) or assigned as a take-home assignment. The databases and tools used in this tutorial include Zotero, Google Scholar, Project MUSE, JSTOR, ChatGPT, and Excel. The tutorial can be used in any higher education classroom and is particularly suitable for courses that prepare students for writing a BA or MA thesis.

Document

Jasmijn van Gorp

January 1, 2026

Code of conduct for your VirtualShip group

This code of conduct can be used in VirtualShip to make students think about collaboration within their group and how to distribute their grade. Note that the Code of Conduct applies to the actual collaboration within your group in the VirtualShip Assignment; so is not about how you would work on the ship.

Document

Erik van Sebille

January 1, 2026

Virtual sea-going marine science fieldwork with VirtualShip

Marine science relies heavily on fieldwork at and in the ocean for data collection. Consequently, marine science students need training in sea-going fieldwork. However, such training is expensive, logistically demanding, and environmentally burdensome because research vessels emit substantial amounts of CO₂. To provide students with an opportunity to experience the realities of working at sea, we developed a platform for virtual oceanic fieldwork: the VirtualShip Classroom, which provides Python code, exercises, and 360 videos as virtual reality (VR) covering different aspects of fieldwork such as expedition planning, sampling, and data analysis. Whenever possible, students work with authentic tools and realistic datasets, such as the Marine Facilities Planning platform for designing research expeditions. Basic programming skills are advantageous, particularly when students analyze self-collected data. Students formulate their own research question in a region of the global ocean of their choice. They then investigate this question with a virtual research vessel operated through the bespoke VirtualShip software. Instruments currently implemented for deployment or onboard use are ADCP, CTD, XBT, Argo floats, surface drifters, and underway temperature and salinity sensors. This collection of teaching materials is accompanied by a suggested workflow, which outlines a series of classes on virtual ocean research.

Document

Emma Daniels, Erik van Sebille, Jamie Atkins

January 1, 2026

Instructions to sail your VirtualShip!

This guide will help you get started on running your VirtualShip expedition.

Document

Emma Daniels, Jamie Atkins, Erik van Sebille

January 1, 2026

Research proposal for a VirtualShip expedition

Filling in this proposal helps students prepare for their VirtualShip expedition and gives teachers an opportunity to provide feedback.

Document

Emma Daniels, Jamie Atkins, Erik van Sebille

December 17, 2025

Onderwijs & AI Module voor Docenten

Generative Artificial Intelligence (genAI), ofwel generatieve kunstmatige intelligentie, maakt een snelle groei door. De nieuwste generatie genAI tools is zo goed dat het steeds moeilijker wordt te onderscheiden of een tekst door een mens of AI is geschreven. De ontwikkeling van genAI heeft dan ook een grote impact op de maatschappij en daarmee ook op het onderwijs. Daarnaast kan genAI onderdeel uit gaan maken van de toekomstige werkpraktijk van vele studenten. De realiteit is dat deze technologie er is en we zullen ons ertoe moeten verhouden. Hoewel de eindverantwoordelijkheid voor het gebruik van genAI ligt bij de student zelf, hebben wij de verantwoordelijkheid om hen te helpen hier op een verantwoorde manier mee om te gaan. Deze module beoogt hierbij te ondersteunen. Na het doorlopen van deze module ben je bekend met: Wat genAI is. Wat de impact van genAI is op onze wereld. De juridische kaders van genAI. De relatie tussen genAI en academische waarden en integriteit. De manieren waarop studenten genAI kunnen gebruiken en wat dat kan betekenen voor academisch onderwijs. De impact die genAI kan hebben op jouw onderwijs. Elk van de bovenstaande leerdoelen hoort bij één hoofdstuk van deze module. Deze module is gebaseerd op de module AI geletterdheid van de Rijksuniversiteit Groningen. De module is zowel in het Nederlands als het Engels beschikbaar en wordt hier aangeboden als Brightspace package. Dit zou ook in Canvas geïmporteerd kunnen worden.

Document

Steven Trooster, Max Moeskops

September 20, 2025

Insulated Glazing Units

In this video, Francesco Fiorito explains the importance and construction of Insulated Glazing Units (IGUs), which are fundamental to energy efficiency in modern buildings. Windows are a significant source of heat loss, accounting for a large portion of a building's energy transfer. An IGU combats this by consisting of two or more glass panes separated by a spacer and sealed to create a single unit with an insulating cavity filled with dry air or inert gas. The key components that define an IGU's performance are the glass panes, which can be laminated, tinted, or coated for specific performance needs; the spacer, which maintains the gap between panes; the primary and secondary sealants, which hold the unit together and protect it from moisture; and the cavity filling, where gases like argon significantly improve insulation over dry air. IGUs are primarily classified by their number of cavities: double glazing (DGU) and more insulating triple glazing (TGU). A newer development is Vacuum Insulated Glazing (VIG), which offers superior thermal performance in a very slim profile but faces challenges with durability. The video concludes that by combining these different components and technologies, a wide variety of IGUs can be created to meet specific aesthetic and energy performance requirements for buildings. The video was produced by the Open GLASSroom project. Special thanks to Francesco Fiorito for contributing to the Open GLASSroom OER collection. The creation of these resources has been (partially) funded by the ERASMUS+ grant program of the European Union under grant no. 2022-1-DE01-KA220-HED-000089750. Neither the European Commission nor the project's national funding agency DAAD are responsible for the content or liable for any losses or damage resulting of the use of these resources.

Video

Francesco Fiorito