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Zoekresultaten (356)

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HBO/WO

MBO

2 oktober 2026

Clinical Tools: A DIY catalogue for the creative

Instead of encouraging the purchasing of new technologies for medical training, this textbook, in the form of a catalogue, focuses on sharing examples of creative tools that already exist. This issue also offers a practical guide for how to make these tools, encouraging using local resources. Ever considered where your learning tools come from as you study or teach medicine? So many teaching materials in medicine are mass-produced, environmentally unfriendly, and reproduce the same kind of bodies. We need a drastic rethinking of our teaching tools. But rather than new inventions, what if the innovations we need are already out there? Our first issue of Clinical Tools: A DIY Catalogue for the Creative celebrates the abundance of ideas for teaching materials that already exist in medical education. Inside you will find gorgeous illustrations, clear instructions for how to make tools and insightful essays exploring the ideas behind DIY in medical education. Get your making supplies ready! This open textbook is designed for nursing, medical and other healthcare students and teachers across bachelor’s, undergraduate and postgraduate, master’s level, especially those enrolled in courses on clinical training. It is also relevant to other practitioners and learners working in healthcare contexts who continue to engage in educational activities. The textbook is intended to help students learn about and create their own teaching tools, whether they are working in obstetrics, surgery, or general medicine. The book supports learning by doing: students and teachers can read and adapt the instructions, use the included suggestions, and connect to what is available and relevant in their own healthcare contexts. It is also suitable for instructors seeking accessible, reusable teaching material that can be integrated into classroom teaching, assignments, and research-led education across healthcare education settings. In plaats van het aanschaffen van nieuwe technologieën voor medisch onderwijs aan te moedigen, richt dit studieboek, in de vorm van een catalogus, zich op het delen van voorbeelden van creatieve hulpmiddelen die al bestaan. Deze uitgave biedt daarnaast een praktische handleiding voor het maken van deze hulpmiddelen en stimuleert het gebruik van lokale middelen en materialen. Heb je je tijdens het leren of onderwijzen van geneeskunde ooit afgevraagd waar je leermiddelen vandaan komen? Veel onderwijsmaterialen in de geneeskunde worden op grote schaal geproduceerd, zijn belastend voor het milieu en tonen steeds weer dezelfde soorten lichamen. We moeten onze manier van denken over onderwijsmiddelen drastisch herzien. Maar in plaats van nieuwe uitvindingen te ontwikkelen: wat als de innovaties die we nodig hebben al bestaan? Ons eerste deel van Clinical Tools: A DIY Catalogue for the Creative viert de overvloed aan ideeën voor onderwijsmaterialen die al binnen het medisch onderwijs bestaan. In deze uitgave vind je prachtige illustraties, duidelijke instructies voor het maken van hulpmiddelen en inzichtelijke essays waarin de ideeën achter doe-het-zelf (DIY) in het medisch onderwijs worden verkend. Maak je materialen maar alvast klaar! Dit open studieboek is bedoeld voor studenten en docenten in de verpleegkunde, geneeskunde en andere zorgopleidingen, op bachelor-, undergraduate-, postgraduate- en masterniveau, en in het bijzonder voor degenen die onderwijs volgen of geven binnen opleidingen en cursussen gericht op klinische training. Het boek is ook relevant voor andere professionals en lerenden die werkzaam zijn in de zorg en zich blijven bezighouden met onderwijsactiviteiten. Het studieboek is bedoeld om studenten te helpen bij het leren over én het zelf ontwikkelen van onderwijshulpmiddelen, of zij nu werkzaam zijn binnen de verloskunde, chirurgie of algemene geneeskunde. Het boek ondersteunt leren door te doen: studenten en docenten kunnen de instructies lezen en aanpassen, gebruikmaken van de opgenomen suggesties en aansluiten bij wat beschikbaar en relevant is binnen hun eigen zorgcontext. Het is ook geschikt voor docenten die op zoek zijn naar toegankelijk en herbruikbaar onderwijsmateriaal dat kan worden geïntegreerd in klassikaal onderwijs, opdrachten en onderwijs dat gebaseerd is op onderzoek binnen verschillende zorgopleidingen en -contexten.

Open (Access) Tekst Boek

Anna Harris

21 september 2026

Guide – Guide for Management Supervisors Approach to Digital Educational Resources

Want a quick overview of what the Digital Learning Materials Approach is all about, what it means for an academy, and what role you play as a manager in this approach? You can find the answers in the ADL management guide.

Document

Thamar Elissen, Jet Bosdijk, Marja Versantvoort

3 september 2026

E-learning Open leermaterialen en auteursrecht

Het betreft een e-learning over Open leermaterialen en het auteursrecht. Het volgende wordt behandeld: Wat zijn open leermaterialen Hoe kan ik zoeken in Edusources Hoe kan ik onderwijsmateriaal delen op Edusources Hoe zit het met auteursrechten en wat zijn Creative Commons?

Document

Niek Weijers-Croonenberg

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

13 augustus 2026

Process – Quality checks in the digital educational resources cycle

This document describes the quality assurance process for digital educational resources at HAN and the elements required to make that process reliable, repeatable, and practical. It includes 1. The procedure for quality assurance of digital educational resources; 2. The HAN quality model for digital educational resources; 3. Guidelines and a template for (peer) review of digital educational resources; 4. An explanation of how to apply the quality model and (peer) review within the educational resources cycle.

Document

Marijn Post, Marja Versantvoort

13 juli 2026

Workshop Recognition and Rewards

The interactive workshop Recognition and Rewards focuses on the impact of recognition and rewards on the choices made within research regarding Open Science principles. It is notable that, in the current system, Open Science-related tasks receive less recognition and appreciation than 'traditional' research tasks. The workshop demonstrates how the societal impact of research can change through a cultural shift regarding recognition and rewards for Open Science tasks.

Presentatie

Eef Benthem, Lars Feddema, Emma Mulder, Evelien Terwel, Addy Traficonte

30 juni 2026

AI in de Onderwijspraktijk met eduGenAI

In deze training leren onderwijsprofessionals generatieve AI bewust en verantwoord inzetten in onderzoek en lespraktijk: didactisch, pedagogisch en ethisch. Deelnemers werken hierbij met het eduGenAI-platform*. De training duurt drie dagen, met elk een eigen focus. Deep dive in AI en het eduGenAI-platform, generatieve AI pedagogisch en didactisch inzetten & van idee naar usecase in eduGenAI. Er wordt actief gewerkt met opdrachten, reflectie en verdieping, ondersteund door presentaties, aanvullend materiaal en good practices uit de praktijk. *EduGenAI is beschikbaar voor instellingen die meedoen aan de pilot. Alle stappen om mee te doen staan op npuls.nl/edugenai.

Website

Npuls .

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

9 juni 2026

Informatievaardigheden (e-learning cursus)

Met deze e-learning cursus ontwikkelen studenten een basisniveau in informatievaardigheden. De module is gericht op eerstejaars studenten die zich de basis van informatievaardigheden eigen willen maken. De module is opgedeeld in vijf stappen: oriënteren en specificeren, plannen en zoeken, kritisch beoordelen, organiseren en verwerken en publiceren en communiceren. Onderdeel van de cursus zijn een aantal APA-quizzen. In de bijlagen vind je naast de e-learning zelf ook het storyboard.

Website

Bibliotheek Hogeschool Arnhem Nijmegen

12 mei 2026

[ENG] Pressure cooker Transdisciplinarity – A theoretical approach

What – This pressure cooker is an introduction to the theory of the why and what transdisciplinary education. You’ll learn why transdisciplinary education can be useful and what it means. 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 under one hour. Preparation at home takes up to 40 minutes. Our practical approach (the how), which you can take after this pressure cookers takes op two hours.

Presentatie

Anke Swanenberg, Yvette Baggen, Programma Interdisciplinair Onderwijs