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HBO/WO

MBO

August 11, 2026

Compass+ Systematically Searching for Literature

Systematic search is necessary when searching for literature for a systematic review or when you are conducting meta-analysis, for example. It helps you think about what exactly you want to find and increases the chances of getting a good search result. In this e-learning you learn how to set up a systematic review.

Website

Universiteitsbibliotheek Utrecht

July 23, 2026

Finding Scientific Literature (General)

How to do literature research.

UniversityDocument

Rian Kriesels, Kim Dibbets, Linda Schoonmade, Emma Besijn, Sebastien Valkenberg, Arjan De Rooy, Ruben Wiering, Michèle Meijer, Anouk Nuijten, Rick Vermunt, Marijn de Groote, Harm le Grand (Kennisnet), Linde Voorend

July 21, 2026

Introduction to Stochastic Hydrology

Hydrologic systems are both complex and extremely heterogeneous in time and space. As hydrological models are simplified versions of reality, their predictions are by definition subject to uncertainty. The field of stochastic hydrology focuses on quantifying this uncertainty along with prediction. This book aims to present an overview of the field of stochastic hydrology at an introductory level. A wide range of topics and methods will be treated, while each topic and method is only treated at a basic level: descriptive statistics; probability and random variables; hydrological statistics and extremes; random functions; time series analysis; geostatistics; forward stochastic modeling; and state prediction and Kalman filtering. The book can be used for a 10-15-week course at third-year undergraduate or first-year graduate level.

Document

Marc F.P. Bierkens

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 16, 2026

Open Education menu

We created a ready-to-use menu with 17 different Open Education practices to be implemented in your education. With each practice turned into its own dish and recipe, you can easily see how the practice can be implemented, with its difficulty level and examples. The goal is to provide you with ideas and examples on how to implement Open Science practices into your education. Or use the menu as a starting point for conversations about open educational practices with colleagues! Already an expert? The menu can also be used for a 1-hour workshop on Open Educational practices for others interested in Open Science. Let the participants select a dish from the menu they are interested in, and help them to adapt the dish so they can turn their own ideas into real practices.

Presentation

Jeroen Bosman, Ilcan Çiftcibaşi, Anneke van der Dussen, Ruud Dielen, Marie-Louise Goudeau, Pim Huijnen, Susanne Kirchhoff, Marc van Mil, Hanne Oberman, Annelies Pieterman-Bos

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 15, 2026

3D Printed Glass Fabrication and Applications

In this video, Michael Stern, artist, engineer, scientist, designer, and co-inventor of molten glass 3D printing, traces glass fabrication from traditional blowing to additive manufacturing. He shares how he first encountered glass, what drew him to 3D printing, and how his parallel passions for mechanical engineering and glassblowing eventually converged into the invention of a new process. The 3D printing process involves a printer that works by heating a crucible of molten glass, which flows through a nozzle while a build plate moves layer by layer. The object is typically built over the course of 20 minutes to two hours, depending on its size. Rather than forcing the material, Stern emphasizes that working with glass requires listening to it, as it is a "loud material" with its own opinions. He advises those learning and working with glass to break challenges into small, unremarkable steps, given that innovation is simply the result of adding those steps together over time. The video was produced by the Open GLASSroom project. Special thanks to Michael Stern 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

Michael Stern

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 3, 2026

Crash course SPSS syntax

Standalone assignment. A very basic, step-by-step introduction to SPSS and SPSS syntax. Uses data from the European Social Survey as example.

Document

Alex Lehr

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