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MBO

October 1, 2024

Maastricht University TutorKit

The UM TutorKit is a tool kit for tutors to use in collaborative learning settings and activities such as tutorials, group work or small seminars. It consists of several playful items for group dynamics development, feedback provision and evaluation purposes. For dissemination at Edusources, the digital version of the kit consists of 1) an icebreaker card deck with images and questions, 2) feedback dice with a focus on appreciation and conflict conversations, 3) evaluation sheets and 4) support cards with more tips and tricks regarding collaborative learning and group dynamics and information about educational design and delivery in a problem-based learning environment. Feel free to reach out to edlab-info@maastrichtuniversity.nl for more information or share your experience in using the TutorKit.

Document

Walter Jansen, Lena Gromotka, Eveline Persoon, Sueli Brodin

May 21, 2025

Open Pedagogy: a driving force for meaningful learning

Report on how Open Pedagogy can support meaningful learning.

University, UASWebsite

Marijn Post, Ria Jacobi, Michiel de Jong, Marjon Baas

October 2, 2026

Constructive, Collaborative, Contextual, and Self-Directed Learning

Problem-Based Learning (PBL) has shaped education at Maastricht University (UM) for more than five decades. Yet PBL is sometimes narrowly associated with one particular instructional format: the seven-step approach. Constructive, Collaborative, Contextual, and Self-Directed (CCCS) Learning at the Faculty of Science and Engineering (FSE) takes a broader perspective. It presents the four CCCS learning principles as a flexible set of design principles for meaningful teaching, learning, and assessment. The booklet brings together more than thirty examples from across FSE. Organised around Science, Technology, Engineering, Arts, and Mathematics (STEAM), the cases span educational levels from pre-university education to PhD training and cover a wide variety of formats, including tutorials, laboratories, projects, fieldwork, assessment, games, and technology-enhanced learning. Each case starts from an educational challenge, describes a concrete intervention, and reflects on the design through the CCCS lens. Readers encounter examples ranging from student-led mathematics tutorials and open-ended physics experiments to robotics projects, ecological fieldwork, co-created assessment, serious games, and authentic engineering challenges. Together, they demonstrate that student-centred learning can take many different forms while remaining academically rigorous and appropriate to the demands of STEAM education. Rather than prescribing a single method, the booklet inspires educators to rethink their own practice. It shows how CCCS learning principles can serve as a shared language for educational innovation while allowing room for disciplinary differences, creativity, co-creation, playful learning, technology, and different approaches to PBL. The collection is intended as a practical source of ideas for teachers, course coordinators, programme directors, educational developers, and University Teaching Qualification participants within Maastricht University and beyond. Its central message is simple: CCCS learning is not confined to one classroom format or one disciplinary tradition; it is a versatile foundation for designing engaging and meaningful higher education.

Open (Access) Text Book

Martijn Boussé, Hanne Diliën, Joris van Poecke, Lonneke Bevers, Stefan Jongen

February 18, 2026

XR Prototype: Learning tools to create a research Prototype

Welcome to the course! Main Concepts The four pillars of innovation projects: research, design, development and project management Challenge-Based Learning: a student-centered approach to learning in which students choose a specific real-world problem to tackle using expertise from multiple disciplines Prototype: a first functional version of a device or program Unity: a wide-used development engine that can be used for 3D environment design Course Learning Goals Deliver a functional prototype aligned with your own research question Apply strategies to help you manage time, priorities, and collaboration effectively Understand how to balance your project scope, resources, and expectations Validate both the technical build and the research logic of your project.

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

June 1, 2025

A Case Solving Guide with Videos

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.

Document

Britta Stoelinga, Hans van Oudheusden

February 25, 2026

Linear Algebra Card Game

The Linear Algebra Card Game is an educational game for 2 to 6 players to learn about key concepts and surprising connections in linear algebra. It’s designed especially for students of linear algebra courses in science and engineering faculties and provides an engaging way to review and reinforce course concepts inside or outside the classroom. Players take turns by placing cards in the middle of the table in a grid-like structure, explaining how the concept on their card connects to other cards in the grid. Each successful explanation, judged by the other players, earns points. The player with the most points at the end of the game wins the game! Deze Linear Algebra Card Game is een educatief spel voor twee tot zes spelers dat helpt om belangrijke concepten en verrassende verbanden in de lineaire algebra te ontdekken. Het is speciaal ontworpen voor studenten van cursussen lineaire algebra aan faculteiten voor wetenschap en techniek, en biedt een boeiende manier om cursusinhoud te herhalen en te versterken, zowel binnen als buiten het klaslokaal. Spelers leggen om beurten kaarten in het midden van de tafel in een roosterachtige structuur en lichten toe hoe het concept op hun kaart verband houdt met andere kaarten in het rooster. Een uitleg die door de andere spelers wordt goedgekeurd, levert punten op. De speler met de meeste punten aan het einde van het spel wint!

Document

Martijn Boussé, Monica Salvioli, Philippe Dreesen, Max Sondag, Marieke Musegaas, Ralf Peeters

May 8, 2018

Flipping education in research methods

Within the project 'Flipping Education in Research Methods' micro-lectures were developed based on PowerPoint presentations. In addition assignments were formulated to practise the learning outcomes. It also includes a teacher manual to adapt the course material for your own lectures. This manual contains a description for using micro lectures and assignments created in the context of the FERM project, introducing flipped classroom in the context of research methods training. Within the project 'Flipping Education in Research Methods' micro-lectures were developed based on PowerPoint presentations. In addition assignments were formulated to practise the learning outcomes. Topics: • Research question • Concepts • Theory • Research designs • Evaluating causal claims • Scale index construction and assessment • Measurement • Data collection methods • Sampling • Data analysis (descriptive) • Data analysis inference • Ethics • Applied research • Philosophy of science • Problem analysis This Open Educational Course on research methods in social sciences is developed with support of Ministry of Education, Culture and Science Netherlands. More information (in Dutch): https://www.surf.nl/resultaten-project-flipping-education-in-research-methods

Website

Henk van der Kolk

2022

1ZM150 innovation Space project: Innovation and entrepreneurship processes

This course takes spans over the duration of two quartiles. Students work in interdisciplinary teams of 3-5 in the realization of an open-ended, challenge-based project to further develop their engineering design skills and key competencies. Students take ownership of the project and work in a highly independent way. Support is offered by means of individual and team coaching, feedback sessions, some additional workshops and field trips for building relationships within teams and problem-solving.

Website

Nathalie M.J.M Kerstens, Gert Guri, Ákos Wetters, Lenny Apon, Isabelle Reymen

June 7, 2019

Business & the sustainable development goals

(RSM, 2018, 123 pag) . In dit boek presenteert Rob van Tulder een raamwerk voor ontwerpen vanbedrijfsstrategieën die effectief zijn voor duurzame ontwikkeling. Bevat daarnaast case studies van bedrijven die SDGs toepassen in hun strategie.

UASWebsite

Author unknown

May 14, 2023

ChatGPT-and-Artificial-Intelligence-in-higher-education-Quick-Start-guide

Advies van Unesco over inzet van AI in onderwijs.

University, UASDocument

Unesco