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HBO/WO

MBO

October 21, 2026

Chapter 2 Building the support ecosystem for Open Education

After reading this chapter, you will be able to: Identify the key support structures, funding, infrastructure, and expertise your library and wider institution require to develop and sustain Open Education. Analyse your own knowledge and skills gaps in Open Education and identify areas for further professional development. Select appropriate resources and professional development opportunities to strengthen your Open Education knowledge and skills. Assess the quality, accessibility, and inclusivity of OER, applying principles of Universal Design for Learning (UDL). Identify and apply strategies to raise awareness of Open Education and promote its adoption among teaching staff and other relevant stakeholders within your institution.

Open (Access) Text Book

Marta Bustillo, Sylvia Moes

October 5, 2026

GenAI gebruiken: wat zijn de gevolgen?

Deze e-learning is onderdeel van het pakket Werken met Generatieve AI. De e-learning gaat over de ethische en maatschappelijke gevolgen van GenAI. Aan bod komen ethiek, sociale ongelijkheid, bias, eerlijke kansen, duurzaamheid, milieu-impact en de rol van de gebruiker bij verantwoord gebruik van GenAI. De e-learning bestaat uit praktijkvoorbeelden, interactieve vragen, video’s, reflectieopdrachten en dilemma's. Leerdoel 1: Je weet wat ethiek bij GenAI betekent. Leerdoel 2: Je ontdekt wanneer GenAI oneerlijk kan uitpakken voor mensen. Leerdoel 3: Je weet hoe GenAI kan bijdragen aan ongelijke kansen. Leerdoel 4: Je weet welke impact GenAI heeft op het milieu. Leerdoel 5: Je weet wat jouw rol is als young professional in duurzaam en eerlijk gebruik. Duur: circa 15 minuten.

Secondary vocational educationWebsite

Project Werken met generatieve AI, House of Digital en Team Content Creation

October 2, 2026

Clinical Tools: A DIY catalogue for the creative

Instead of encouraging the purchasing of new technologies for medical training, this textbook, in the form of a catalogue, focuses on sharing examples of creative tools that already exist. This issue also offers a practical guide for how to make these tools, encouraging using local resources. Ever considered where your learning tools come from as you study or teach medicine? So many teaching materials in medicine are mass-produced, environmentally unfriendly, and reproduce the same kind of bodies. We need a drastic rethinking of our teaching tools. But rather than new inventions, what if the innovations we need are already out there? Our first issue of Clinical Tools: A DIY Catalogue for the Creative celebrates the abundance of ideas for teaching materials that already exist in medical education. Inside you will find gorgeous illustrations, clear instructions for how to make tools and insightful essays exploring the ideas behind DIY in medical education. Get your making supplies ready! This open textbook is designed for nursing, medical and other healthcare students and teachers across bachelor’s, undergraduate and postgraduate, master’s level, especially those enrolled in courses on clinical training. It is also relevant to other practitioners and learners working in healthcare contexts who continue to engage in educational activities. The textbook is intended to help students learn about and create their own teaching tools, whether they are working in obstetrics, surgery, or general medicine. The book supports learning by doing: students and teachers can read and adapt the instructions, use the included suggestions, and connect to what is available and relevant in their own healthcare contexts. It is also suitable for instructors seeking accessible, reusable teaching material that can be integrated into classroom teaching, assignments, and research-led education across healthcare education settings. In plaats van het aanschaffen van nieuwe technologieën voor medisch onderwijs aan te moedigen, richt dit studieboek, in de vorm van een catalogus, zich op het delen van voorbeelden van creatieve hulpmiddelen die al bestaan. Deze uitgave biedt daarnaast een praktische handleiding voor het maken van deze hulpmiddelen en stimuleert het gebruik van lokale middelen en materialen. Heb je je tijdens het leren of onderwijzen van geneeskunde ooit afgevraagd waar je leermiddelen vandaan komen? Veel onderwijsmaterialen in de geneeskunde worden op grote schaal geproduceerd, zijn belastend voor het milieu en tonen steeds weer dezelfde soorten lichamen. We moeten onze manier van denken over onderwijsmiddelen drastisch herzien. Maar in plaats van nieuwe uitvindingen te ontwikkelen: wat als de innovaties die we nodig hebben al bestaan? Ons eerste deel van Clinical Tools: A DIY Catalogue for the Creative viert de overvloed aan ideeën voor onderwijsmaterialen die al binnen het medisch onderwijs bestaan. In deze uitgave vind je prachtige illustraties, duidelijke instructies voor het maken van hulpmiddelen en inzichtelijke essays waarin de ideeën achter doe-het-zelf (DIY) in het medisch onderwijs worden verkend. Maak je materialen maar alvast klaar! Dit open studieboek is bedoeld voor studenten en docenten in de verpleegkunde, geneeskunde en andere zorgopleidingen, op bachelor-, undergraduate-, postgraduate- en masterniveau, en in het bijzonder voor degenen die onderwijs volgen of geven binnen opleidingen en cursussen gericht op klinische training. Het boek is ook relevant voor andere professionals en lerenden die werkzaam zijn in de zorg en zich blijven bezighouden met onderwijsactiviteiten. Het studieboek is bedoeld om studenten te helpen bij het leren over én het zelf ontwikkelen van onderwijshulpmiddelen, of zij nu werkzaam zijn binnen de verloskunde, chirurgie of algemene geneeskunde. Het boek ondersteunt leren door te doen: studenten en docenten kunnen de instructies lezen en aanpassen, gebruikmaken van de opgenomen suggesties en aansluiten bij wat beschikbaar en relevant is binnen hun eigen zorgcontext. Het is ook geschikt voor docenten die op zoek zijn naar toegankelijk en herbruikbaar onderwijsmateriaal dat kan worden geïntegreerd in klassikaal onderwijs, opdrachten en onderwijs dat gebaseerd is op onderzoek binnen verschillende zorgopleidingen en -contexten.

Open (Access) Text Book

Anna Harris

September 21, 2026

Guide – Guide for Management Supervisors Approach to Digital Educational Resources

Want a quick overview of what the Digital Learning Materials Approach is all about, what it means for an academy, and what role you play as a manager in this approach? You can find the answers in the ADL management guide.

Document

Thamar Elissen, Jet Bosdijk, Marja Versantvoort

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

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

June 11, 2026

Game – Open learning – The HAN escape experience

​An experience in which participants work through all the stages of the educational resources cycle while solving puzzles.

Document

Marja Versantvoort

June 11, 2026

​Spel – Open learning – The HAN escape experience

​Een experience waarbij men al puzzelend alle stappen van de leermaterialencyclus doorloopt.

Document

Marja Versantvoort

May 12, 2026

[ENG] Pressure cooker Transdisciplinarity – A theoretical approach

What – This pressure cooker is an introduction to the theory of the why and what transdisciplinary education. You’ll learn why transdisciplinary education can be useful and what it means. For whom – The format can be used (and adjusted) for a class of students (all levels; any group size) as well as a team of educational developers or teachers. Why – Guided training in, for instance, transdisciplinary education improves the actual working with, or teaching of, it. How long – In-class activities take under one hour. Preparation at home takes up to 40 minutes. Our practical approach (the how), which you can take after this pressure cookers takes op two hours.

Presentation

Anke Swanenberg, Yvette Baggen, Programma Interdisciplinair Onderwijs

May 12, 2026

[ENG] Pressure cooker Transdisciplinarity – A practical approach

What – This pressure cooker is a practical approach to the how of transdisciplinary education. You’ll learn how you can embed transdisciplinary education. For whom – The format can be used (and adjusted) for a class of students (all levels; any group size) as well as a team of educational developers or teachers. Why – Guided training in, for instance, transdisciplinary education improves the actual working with, or teaching of, it. How long – In-class activities take two hours. Preparation at home takes up to 40 minutes. Please go to the pressure cooker about the theoretical approach (the why & what) if you first want to know more about the theory.

Presentation

Yvette Baggen, Anke Swanenberg