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HBO/WO

MBO

19 augustus 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

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

27 februari 2026

Teaching & learning for a better future: Education for sustainable development (ESD)

This is a brief introduction to the topic of Sustainable Development in higher education teaching create for teachers. It touches on three areas: 1) Why all higher education teachers should know about sustainable development & should implement ESD into their own teaching. 2) How you, irrespective of your discipline, can address the topic sustainable development in your own teaching. 3) Places where you can find more information & teaching resources.

Presentatie

Sandra Klaperski-van der Wal

17 december 2025

Onderwijs & AI Module voor Docenten

Generative Artificial Intelligence (genAI), ofwel generatieve kunstmatige intelligentie, maakt een snelle groei door. De nieuwste generatie genAI tools is zo goed dat het steeds moeilijker wordt te onderscheiden of een tekst door een mens of AI is geschreven. De ontwikkeling van genAI heeft dan ook een grote impact op de maatschappij en daarmee ook op het onderwijs. Daarnaast kan genAI onderdeel uit gaan maken van de toekomstige werkpraktijk van vele studenten. De realiteit is dat deze technologie er is en we zullen ons ertoe moeten verhouden. Hoewel de eindverantwoordelijkheid voor het gebruik van genAI ligt bij de student zelf, hebben wij de verantwoordelijkheid om hen te helpen hier op een verantwoorde manier mee om te gaan. Deze module beoogt hierbij te ondersteunen. Na het doorlopen van deze module ben je bekend met: Wat genAI is. Wat de impact van genAI is op onze wereld. De juridische kaders van genAI. De relatie tussen genAI en academische waarden en integriteit. De manieren waarop studenten genAI kunnen gebruiken en wat dat kan betekenen voor academisch onderwijs. De impact die genAI kan hebben op jouw onderwijs. Elk van de bovenstaande leerdoelen hoort bij één hoofdstuk van deze module. Deze module is gebaseerd op de module AI geletterdheid van de Rijksuniversiteit Groningen. De module is zowel in het Nederlands als het Engels beschikbaar en wordt hier aangeboden als Brightspace package. Dit zou ook in Canvas geïmporteerd kunnen worden.

Document

Steven Trooster, Max Moeskops

19 november 2025

The Stream-of-Consciousness (SoC) Dialogue Method

Using timed speaking turns, alternating roles (speaking and listening), and carefully crafted ‘prompts’ (sentence starters), this simple but potent method gradually moves pairs into deeper layers of exploration and sharing, while fostering reflection, attentive listening, and connection.

Document

Annick de Witt

1 oktober 2025

Sustainable EU Economy: an interactive Textbook for Business Students

Dear Reader, Welcome to Sustainable EU Economy. This book is more than a textbook—it is an invitation to explore how the European Union shapes business, society, and sustainability in today’s interconnected world. My hope is that it will inspire you to think critically, engage actively, and see how Europe’s vision for a climate‑neutral and inclusive future connects directly to your own journey as a student and professional. This book was created to guide you through one of the most dynamic and influential regions in the world—the European Union. With its single market of over 450 million consumers and policies that shape global standards, the EU is not only a trading bloc but also a laboratory for resilience, sustainability, and innovation. This book will help you see the EU not just as an institution, but as a living system that directly impacts business, society, and the environment. You will explore how Europe is responding to challenges such as climate change, digital transformation, and shifting geopolitics, and how these responses create opportunities for businesses and professionals like you. This textbook is not a static resource but an interactive digital reference, designed to evolve alongside the changing study of European integration and sustainability. By combining case studies, discussion prompts, and applied exercises with live seminar content and guest lectures, it adapts to new research, policy debates, and global challenges. In this way, you may explore the EU not only as a historical and political project, but also as a dynamic economic system that continually reshapes business strategy, trade, and innovation. About the Jean Monnet Chair in Sustainable EU Economy: Awarded by the European Commission to Dr. Beata Kviatek and hosted by Hanze University of Applied Sciences, the Jean Monnet Chair in Sustainable EU Economy represents the first such Chair at a Dutch university of applied sciences. Co‑financed by the Erasmus+ Programme and Hanze University, the Chair advances knowledge of the EU’s transition toward a climate‑neutral, resource‑efficient, and socially inclusive economy. It promotes excellence in teaching and research, integrates sustainability priorities into business education, and fosters dialogue among academia, policymakers, businesses, and society. By producing impactful studies on green finance, energy transition, and corporate responsibility, and by linking local initiatives with EU goals, the Chair provides a vibrant platform for debate and engagement on Europe’s sustainable future.

Open (Access) Tekst Boek

Beata Kviatek

24 september 2025

Amateur Craft as Method-in-the-Making:

This research output documents a pandemic-era experiment in which academic researchers used knitting to record and reflect on their digital screen time, exploring craft as a critical research method and a tool for data sensitisation, feminist activism, and embodied knowledge making. Project Overview: A group of academics and amateur knitters from Maastricht University and partner institutions met online during 2020–2021, using knitting to document their own screen time over a week of lockdown. Their creative outputs—a collection of individually knitted rectangles—were later assembled as a tactile "knitted book" to display in arts and crafts contexts, as well as academic contexts. The project linked technofeminist thinking, craftivism, and artistic research practices, aiming to make visible both quantitative and qualitative aspects of technology use during social isolation. Main Topics and Learning Objectives: • Explore how amateur craftwork (knitting) can act as a research method to sensitise and interpret personal data. • Engage with concepts from technofeminism and critical craft studies to understand the role of tactile, embodied methodologies. • Foster social connection, experimentation, and reflection on digital dependency during the COVID-19 lockdown. • Develop awareness of how materials, technique, and individual interpretation shape both method and outcome in collaborative research. Audience: This work suits students, educators, and researchers interested in qualitative and artistic research methods, feminist theory, science and technology studies (STS), and creative digital-literacy pedagogies. It models interdisciplinary practice and encourages engagement with data, methodology, and making as interconnected experiential processes. Authors and Licensing: Authors: Denise Petzold (first and corresponding author), Laura Barendregt, Ruth Benschop, Anna Harris, Laudy van den Heuvel, Bernike Pasveer, Veerle Spronck, Sally Wyatt, affiliated with Maastricht University, TU Delft, Zuyd University of Applied Sciences, and HKU University of Arts Utrecht. The text is suitable for publication in open educational repositories and supports open, collaborative engagement with academic craftwork. The pictures of the digitised version of the book were taken by Eric Bleize. Suggested Citation: “Amateur Craft as Method-in-the-Making: Experiments in Knitting Screen Time during a Pandemic” by Denise Petzold, Laura Barendregt, Ruth Benschop, Anna Harris, Laudy van den Heuvel, Bernike Pasveer, Veerle Spronck and Sally Wyatt (2025), Maastricht University, is licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0). This license permits reuse, distribution, and adaptation, provided appropriate credit is given.

Document

Denise Petzold, Laura Barendregt, Ruth Benschop, Anna Harris, Laudy van den Heuvel, Bernike Pasveer, Veerle Spronck, Sally Wyatt

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

13 augustus 2025

Faces of Open Science workshop

Drawing on Utrecht University's Faces of Open Science project, we’ve developed a set of ready-to-use educational activities that invite participants to explore the rich diversity of perspectives within the open science movement. These engaging, interactive materials help learners reflect on their own views, values, and roles in shaping open science—making abstract principles tangible, personal, and actionable. The materials can be used in full as a 4-hour workshop or can be split up in separate activities that take between 30 and 60 minutes. Activities are all developed to promote interaction between participants, for example by storytelling, crafting, or debating.

Document

Marc van Mil

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