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Zoekresultaten (62)

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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

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

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

8 april 2026

Teamcanvas

Dit digispel is een interactief leermiddel dat docenten ondersteunt bij het ontwikkelen van Digitale geletterdheid en het kritisch inzetten van digitalisering binnen het docententeam. Door middel van spelelementen en dialoog worden deelnemers gestimuleerd om als team in gesprek te gaan over de digitale vaardigheden die ze bezitten, en de gaten qua digitale kennis bloot te leggen. Het spel bevordert coöperatief leren/werken.

Document

Zuyd Hogeschool

25 februari 2026

Linear Algebra Card Game

The Linear Algebra Card Game is an educational game for 2 to 6 players to learn about key concepts and surprising connections in linear algebra. It’s designed especially for students of linear algebra courses in science and engineering faculties and provides an engaging way to review and reinforce course concepts inside or outside the classroom. Players take turns by placing cards in the middle of the table in a grid-like structure, explaining how the concept on their card connects to other cards in the grid. Each successful explanation, judged by the other players, earns points. The player with the most points at the end of the game wins the game! Deze Linear Algebra Card Game is een educatief spel voor twee tot zes spelers dat helpt om belangrijke concepten en verrassende verbanden in de lineaire algebra te ontdekken. Het is speciaal ontworpen voor studenten van cursussen lineaire algebra aan faculteiten voor wetenschap en techniek, en biedt een boeiende manier om cursusinhoud te herhalen en te versterken, zowel binnen als buiten het klaslokaal. Spelers leggen om beurten kaarten in het midden van de tafel in een roosterachtige structuur en lichten toe hoe het concept op hun kaart verband houdt met andere kaarten in het rooster. Een uitleg die door de andere spelers wordt goedgekeurd, levert punten op. De speler met de meeste punten aan het einde van het spel wint!

Document

Martijn Boussé, Monica Salvioli, Philippe Dreesen, Max Sondag, Marieke Musegaas, Ralf Peeters

13 januari 2026

Techwijs in zorg en welzijn

Zorg, welzijn en technologie: onlosmakelijk verbonden Twintig jaar geleden leek technologie nog iets van de toekomst. Maar inmiddels is het niet meer weg te denken uit de wereld van zorg en welzijn. De zorg- en ondersteuningsvragen zijn complexer geworden, het personeelstekort groeit – en technologie speelt een steeds grotere rol in oplossingen en ondersteuning. In visies, beleidsplannen en opleidingsprofielen is technologie terug te vinden. Toch is de praktijk weerbarstig. Want hoe geef je technologie echt een plek in je werk? Wat is de meerwaarde ervan? En wanneer kies je er bewust voor om géén technologie in te zetten? Dit boek helpt je om daarover kritisch en bewust na te denken. Het is speciaal geschreven voor mbo- en hbo-studenten in zorg en welzijn, én voor professionals die hun kennis en vaardigheden rond technologie willen versterken. Laat je inspireren, denk mee en ontdek hoe jij technologie op een doordachte manier kunt inzetten in jouw beroep. Het boek is samengesteld door experts vanuit onderwijs, werkveld en wetenschap. Het boek staat onder redactie van Marjolein den Ouden, Christina Jaschinski, Sjors Groeneveld, Liedewij Vogelzang en Marloes Postel, zij zijn verbonden aan het lectoraat Technology, Health & Care van Saxion en het practoraat Zorg en Technologie van ROC van Twente.

Open (Access) Tekst Boek

Marjolein den Ouden, Christina Jaschinski, Sjors Groeneveld, Liedewij Vogelzang, Marloes Postel

1 januari 2026

Handleiding Serious Game Inclusie & Veiligheid

Handleiding serious game Mind the Gap

Document

Noël Romijn, Jenny van den Broeke

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 augustus 2025

Digitale werkvormen

LUMC Waaier met voorbeelden van digitale werkvormen en bijbehorende tools ingedeeld in 6 categorieën van leeractiviteiten (samenwerkend leren, toetsen en voortgang volgen, simulaties en serious games, interactie, opdrachten en instructie). Deze waaier wordt ingezet binnen docentprofessionalisering in het LUMC. O.a. in de cursussen onderwijs ontwerpen en de carpe diem sessies.

Document

Nathalie de Bruycker, Lars Rietkerk, Alien Riedstra

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.

Document

Hans van Oudheusden, Britta Stoelinga