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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.

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Aashna Mittal, Gracia Bovenberg-Murris, Michelle de Smit

23 april 2026

Byzantium & Friends | 155. The Dumbarton Oaks Medieval Library, with Nicole Eddy Thursday Apr 23, 2026

A conversation with Nicole Eddy (Dumbarton Oaks) about the Dumbarton Oaks Medieval Library, one of the most important publishing ventures of recent times when it comes to medieval texts and literature. DOML (as we call it) makes accessible a wide range of medieval texts in different genres and from different periods, translated into English from Greek, Latin, Old English, and the Iberian romance languages. We talk about how the series works, its mission and goals, and the challenges and decisions that Nicole faces in coordinating the whole thing. You can find the series' home page here.

Audio

Anthony Kaldellis, Nicole Eddy

1 september 2025

Responsible Anticipation and Visioneering

This exercise targets the development of students' capacities to critically analyze existing technological visions and enables them to create their own responsible socio-technical visions. Through group work and discussions, students examine technological promises embedded in anticipation discourses, uncover hidden values and assumptions, and develop alternative narratives that can guide engineering practice and policy decisions

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Martin Sand

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

1 juli 2025

Ethics in Technology

The purpose of this text is to serve as an Open Education Resource (OER) designed initially to be used in a secondary or post-secondary education setting. It is intended to be a guide to facilitate focused discussions about contemporary issues of the ethical considerations related to technology evolution, development, deployment, and consumption, as well as issues (both known and unknown) of potential misuse and abuse of technology. This is not a traditional Ethics textbook in that it is not intended to provide a survey of all of the history of Ethics through the ages nor is it intended to dive deeply into any particular ethical movements or frameworks as may be the focus of other ethics studies. Rather, it is intended to focus predominantly on the concepts of applying critical and ethical thinking to issues and subsequent decisions related to our interactions with technology in the 21st century.

Open (Access) Tekst Boek

Edward V. (Ed) Weber

1 juni 2025

Week 3: Creating and Selecting Options

Around this video, a lesson has been built with specific learning objectives, activities, and supporting materials for students. The next steps in the case-solving cycle are being explained: generating and selecting solutions. Students explore ideation techniques like brainwriting and mind mapping to develop creative, practical ideas. Ground rules help keep the process focused, collaborative, and open. To evaluate ideas, the SFA framework (Suitability, Feasibility, Acceptability) is used to shortlist the most promising options. A real-world example shows how these tools lead to well-founded decisions. Finally, students learn to apply a decision-making matrix to compare options using relevant criteria. This lesson helps students move from insights to action by developing structured, team-driven solutions.

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Hans van Oudheusden, Britta Stoelinga

1 juni 2025

Week 4: Creating an Implementation Plan

Around an engaging video, a lesson has been built with specific learning objectives, activities, and supporting materials for students. The focus is on a key phase in the case-solving cycle: turning strategy into action through effective implementation. The instructors introduce a six-step framework that guides students in building a clear, realistic plan to bring strategic solutions to life. From setting SMART goals and allocating resources (using the MMM framework) to creating timelines, assigning responsibilities, and assessing risks, this lesson shows how to structure implementation at different levels. Using a case example, students see how thoughtful planning ensures feasibility and alignment across business functions. By the end of the lesson, students are equipped to translate ideas into impact with a well-structured roadmap.

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Hans van Oudheusden, Britta Stoelinga

1 juni 2025

Week 5: The special Role of Finance

Around an informative video, a lesson has been built with specific learning objectives, activities, and supporting materials for students. In clear language and step by step, it is explained why finance plays an important role in the case-solving process. Since students often find this challenging, a separate lesson is dedicated to this managerial area. Students learn how to integrate financial reasoning into their analysis and recommendations, even when limited data is available. Key topics include identifying revenue streams, estimating costs, projecting financial outcomes, and evaluating risk. With a focus on practical tools like forecasting, ROI, and risk matrices, this lesson helps students build confidence in using finance to strengthen their case arguments and support strategic decisions.

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Hans van Oudheusden, Britta Stoelinga

1 juni 2025

Week 2: Analysing a Case

Around an inspiring video, a lesson has been built with specific learning objectives, activities, and supporting materials for students. Essential case-solving techniques to help students tackle complex real-world problems, are being introduced and trained. The instructors explain that effective analysis goes beyond listing facts—it’s about uncovering insights that address the “so what” question. Key methods covered include critical thinking, analytical frameworks (like VRIO, Porter’s 5 Forces, and GAP analysis), and the 5 WHY technique for identifying root causes. Using a concrete case example, they show how a deeper issue—ineffective communication—was the true cause of low user engagement. By the end of this lesson, students understand how to structure their analysis, avoid common mistakes, and use insights to drive solution development.

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Hans van Oudheusden, Britta Stoelinga

19 december 2024

Facing Floods: A stakeholder river management game

In river management, decisions are influenced by multiple stakeholders, each with different priorities, needs, and levels of influence. While collaboration is essential to solve river-related challenges, these differences create a complex dynamic environment in decision-making processes. This game simulates the challenges of river management by placing players in the roles of various stakeholders, each with their own goals, needs, and budgets. Players must work toward achieving their individual objectives while negotiating and cooperating with others, balancing personal interests with the shared responsibility of managing the river. The "Facilitator Guide" (see downloads) is designed to assist you in organizing and facilitating a game with 7 or more players, as well as preparing for the session. Additionally, you will find the various game materials required for gameplay. These materials need to be printed on A4 or A3 paper, with detailed printing instructions provided in the "Print Instructions" file. Learning goals • Experience the decision-making process related to complex systems as the development and management of river engineering infrastructure. • Get acquainted with the interests and goals of the involved stakeholders, realize that they may be conflicting or equivalent, and possibly bond with each other. • Debate the effectiveness and impacts of river interventions on the river system, environment and society, from the perspective of a stakeholder. • Appreciate the challenges of proposing a solution that integrates different river interventions and satisfies the goals of multiple stakeholders. • Reflect on the challenges of decision-making processes in complex systems. This game was developed for the River Engineering module, more specifically the unit River Functions and Management, of the MSc Civil Engineering program of the Technical University of Delft (TU Delft). However, the game is suitable for anyone interested in learning about stakeholder involvement and interactions in river management. More information about the use of the game can be found in the facilitator manual. Credits: this game was developed by the TU Delft Gamelab (website:https://copy.gamelab.tbm.tudelft.nl/).

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Geertje Bekebrede, Michelle de Smit