Ga naar de startpagina
Zoek leermateriaalKennis & expertiseCommunities
NL|EN
Privacy policyDeelnemende instellingen
Creative CommonsCreative Commons AttributionSURFFunded by the European Union

Filteren

Zoekresultaten (206)

…

HBO/WO

MBO

2 oktober 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) Tekst Boek

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

23 september 2026

Werken met generatieve AI

Het Xerte-lespakket Werken met generatieve AI hoort bij keuzedeel 1499 en bestaat uit negen lessen en een examen. Studenten leren generatieve AI kritisch, bewust, veilig en professioneel toe te passen in hun toekomstige beroep. De overzichtspagina bevat e-learnings, zelftesten, korte video’s, presentaties, challenges, downloads, een lesoverzicht, een docentenhandleiding en informatie over de examinering. De lessen zijn gebaseerd op Challenge-Based Learning en Design Thinking. Studenten werken aan beroepsgerichte producten, testen deze en verbeteren ze met peerfeedback.

MboWebsite

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

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

12 mei 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.

Presentatie

Yvette Baggen, Anke Swanenberg

5 mei 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

24 maart 2026

Introduction to working with Unity

Main Concepts Unity Editor interface and its key windows: Scene, Game, Project, Hierarchy, Inspector, and Console Basic navigation and object manipulation tools: Hand, Translate, Rotate, and Scale Managing assets and scenes within the Project window Understanding the Hierarchy window as a representation of scene objects Using the Inspector window to view and edit object properties Identifying and handling errors and warnings in the Console window Learning Goals Identify and describe the function of each main Unity Editor window Navigate and manipulate objects within the Scene view using basic tools Locate and manage assets, scripts, and scenes in the Project window Understand the relationship between the Hierarchy and Scene windows Use the Inspector window to configure objects and preview assets Recognize and communicate error messages effectively using the Console window Key Takeaways The Scene and Game tabs serve different purposes: editing vs. playing your scene The toolbar tools are essential for positioning, rotating, and scaling objects Assets in the Project window can be dragged directly into the scene or hierarchy Duplicating scenes allows for creating multiple levels or versions of your game The Inspector window provides detailed control over object properties and asset previews Clear communication about errors, supported by screenshots, helps developers resolve issues faster Further Exploration Search for “Unity Editor interface overview” Search for “Unity scene navigation and manipulation tools” Search for “Managing assets and scenes in Unity” Search for “Using the Unity Inspector window” Search for “Unity Console errors and debugging”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

How to Open a Unity Project with Unity Hub

Learning Goals Navigate Unity Hub to add and open existing Unity projects Identify and install the correct Unity version for a project Understand the initial loading process of a Unity project and why it may take time Key Takeaways Always open the project folder containing Assets and Packages in Unity Hub Use the Unity Download Archive to find and install the exact Unity version your project requires Installing add-ons like Visual Studio enhances your development experience The first project load can be lengthy due to decompilation and setup Further Exploration Search for “Unity Hub project management” Search for “Unity Download Archive and version control” Search for “Setting up Visual Studio with Unity” Read Unity’s official documentation on project setup and versioning

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

Getting Started with Unity Hub

Main Concepts: Unity Hub: A management tool for Unity installations and projects Unity License: Required for using Unity, available as free Personal or paid versions Unity Editor: The software used to create and develop Unity projects, available in multiple versions including LTS Learning Goals: Understand how to download and install Unity Hub Learn how to create and activate a Unity license key Know how to download and install the appropriate Unity Editor version for your project Key Takeaways: Always use your university email to create your Unity ID for BMS lab collaboration Choose the Unity Editor version specified by your project developer, preferably the LTS version Use Unity’s Archive website to find older or specific Unity Editor versions not listed in Unity Hub Further Exploration: Search for “Unity Hub installation guide” Search for “Unity license types and activation” Search for “Unity Editor versions and LTS” Explore Unity’s official documentation on managing licenses and installations

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler

24 maart 2026

First-Time Unity Project Setup

This collections is part of the "Development Tools" Module belonging to the ShareXR course.

Document

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

Set up Unity for VR Experiences

This collection is part of the "Development Tools" module belonging to the ShareXR course from the BMS Lab, University of Twente.

Document

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin