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Zoekresultaten (16)

HBO/WO

MBO

17 juni 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

1 september 2025

Economics in the Digital Age: Insights and Applications

This book serves as an essential resource for both undergraduate and graduate programs due to its comprehensive approach to digital economics: Theoretical Integration: It integrates classical economic theories with the digital economy, demonstrating how traditional principles apply to new digital realities. Practical Frameworks: It provides actionable insights for analyzing digital market trends and monetization strategies, relevant for students, managers, and business professionals alike. Case Studies and Real-World Applications offer concrete examples of digital transformations, making complex concepts more accessible and useful for research and coursework. Advanced Analytical Tools: The book helps students develop the analytical skills needed to evaluate digital business strategies, market dynamics, and the broader economic impact of digital technologies. For professionals, this book provides strategic guidance on navigating the challenges and opportunities of the digital economy. By understanding the core economic principles behind digital business models, managers can make informed decisions on everything from digital marketing to product development, all while anticipating and mitigating risks like cybersecurity threats or regulatory changes.

Open (Access) Tekst Boek

Shilpa Samplonius-Raut

14 juli 2025

Playing Perspectives - a game design toolkit

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).

Document

Robin Bos, Jasper van Vught, Open Minds UU

11 december 2023

Landscapes | Holistic Grazing, Holistic Thinking - Nikki Yoxall

A recent wave of sustainability claims confidently dictate how, for what, and where we ought to use land for climate mitigation and biodiversity conservation. Nikki Yoxall, a self proclaimed regenerative landscape manager walks through her thinking on land use decision making and responds to these critiques. Episode Links Food without farming, Nature Sustainability Guthman on the problems with localism DeLind on the problems with localism Phil Loring – deeper meaning of regen ag Understanding Ag team in the US Paige Stanley’s rangelands research Pasture for Life Remembering David Stanley Carbon Cowboys Network Samantha Mosier article on evidence of benefits of Adaptive Multi-Paddock Grazing Soilmentor Highlands Rewilding Hannah Ritchie introducing her new book An environmentalist gets lunch – Hannah Ritchie The Cruel Fantasies of Well-Fed People, George Monbiot EU project on livestock futures Landscapes is produced by Adam Calo. A complete written transcript of the episode can be found on Adam’s newsletter: Land Food Nexus. Send feedback or questions to adamcalo@substack.com. Music by Blue Dot Sessions: “Kilkerrin” by Blue Dot Sessions (www.sessions.blue). You can find full transcripts of the episodes and more information at https://adamcalo.substack.com/

Audio

Adam Calo

23 augustus 2023

Interactive session: Value-sensitive Design

Learner can apply VSD in designing and developing data-based services. Learner can apply the three perspectives of VSD. Learner can use the Ethical Matrix to weigh stakeholders, values and impact and can make ethical choices.

Website

HCAIM Consortium

2022

Boundary Crossing Rubric (English Version)

This paper describes scientific embedding, background, the development and possible usages of the Boundary Crossing Rubric for assessing and coaching Boundary Crossing Competence development. The BC rubric itself is included in the article. Reference to this article: Gulikers, J., & Oonk, C. (2019). Towards a Rubric for Stimulating and Evaluating Sustainable Learning. Sustainability, 11(4), 969. Retrieved from https://www.mdpi.com/2071-1050/11/4/969

Document

Judith Gulikers, Carla Oonk

29 juli 2021

Taking Stock of Feelings (Educational Format)

This exercise is a short, activating method to open a class, course or topic with. Students are asked to list their moral emotions and feelings while [today’s topic] is introduced. The exercise can either be used as a quick, fresh way to open with, or as a preparation for another (SURF) exercise. A suggestion for a follow-up assignment in which students create a techno-moral scenario is also included here.

Document

Roel Veraart

11 maart 2021

Misconduct – Volkswagen’s ‘Defeat Design’ [student version]

In this CBE students will reflect on the theme of misconduct by considering the case of the ‘dieselgate’ emission-scandal that got public attention in 2015. They are expected to do a bit of research beforehand or watch the Netflix episode of Dirty Money on Volkswagen (season 1, episode 1). Students will contemplate on the different roles of responsibility involved in the case and will assume the perspectives of involved actors as an exercise. Accordingly, they will create a moral scenario, a story, as a tool to reflect on the different values at stake in this case of misconduct and to conceive of strategies of ethical anticipation.

Document

Roel Veraart

11 maart 2021

Misconduct – Volkswagen’s ‘Defeat Design’ [Teacher version]

In this CBE students will reflect on the theme of misconduct by considering the case of the ‘dieselgate’ emission-scandal that got public attention in 2015. They are expected to do a bit of research beforehand or watch the Netflix episode of Dirty Money on Volkswagen (season 1, episode 1). Students will contemplate on the different roles of responsibility involved in the case and will assume the perspectives of involved actors as an exercise. Accordingly, they will create a moral scenario, a story, as a tool to reflect on the different values at stake in this case of misconduct and to conceive of strategies of ethical anticipation.

Document

Roel Veraart

1 december 2020

The Future and Synthetic Biology

Because we are nowadays able to modify living organisms through genetic manipulation, it has become possible to patent the process of modification. This situation creates a new form of ownership on the products of genetic engineering: who is responsible for the potential consequences of the changed organism? In this exercise, students will look into real-life applications of synthetic biology. Some small exercises will help to provide orientation in the realm of ethical issues connected to genetically modifying organisms. Afterwards, students will write a fictive news article from the future to consider the consequences of applications of the new technology of synthetic biology.

Document

Zoë Robaey, Roel Veraart