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Zoekresultaten (93)

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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

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

28 juli 2026

De kracht van 300.000 studenten

In deze e-learning onderzoeken studenten waar CO₂-uitstoot voorkomt binnen hun beroep en stageomgeving en verkennen hoe zij als stagiair invloed kunnen uitoefenen op duurzame keuzes. De e-learning bestaat uit interactieve opdrachten, onderzoek, reflectie en praktijksituaties. Duur: 10 minuten. Leerdoelen: 1. Uitleggen wat CO₂-uitstoot is en waarom dit invloed heeft op het klimaat; 2. Onderzoeken waar CO₂-uitstoot voorkomt binnen het eigen beroep of stagebedrijf; 3. Verkennen hoe je als stagiair invloed kunt uitoefenen op duurzame keuzes en gesprekken over CO₂-uitstoot kunt voeren. Het is onderdeel van een serie Burgerschapsnack; een korte, prikkelende lesactiviteiten en online leerobjecten over actuele maatschappelijke thema's. Gekoppelde les: Praten over CO₂.

MboWebsite

Docenten Burgerschap, de Green Office 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 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

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

6 mei 2026

WindowMappr©

The WindowMappr© was developed to make spatial challenges connected to landscape and land use tangible, visible and easier to discuss in a low‑threshold way that stimulates interaction, reflection and co‑creation, both in educational settings and in practice, where digital participatory mapping tools are often too technical or distant for quick, collaborative use. Its simple and consistent setup makes it broadly applicable across contexts, supporting spatial thinking in education and facilitating the exchange of knowledge, experiences and perspectives in participatory processes without requiring technical expertise. This document provides a practical guide for constructing the WindowMappr© and outlines its basic principles of use.

Document

Franziska Komossa

15 april 2026

3D Printed Glass Fabrication and Applications

In this video, Michael Stern, artist, engineer, scientist, designer, and co-inventor of molten glass 3D printing, traces glass fabrication from traditional blowing to additive manufacturing. He shares how he first encountered glass, what drew him to 3D printing, and how his parallel passions for mechanical engineering and glassblowing eventually converged into the invention of a new process. The 3D printing process involves a printer that works by heating a crucible of molten glass, which flows through a nozzle while a build plate moves layer by layer. The object is typically built over the course of 20 minutes to two hours, depending on its size. Rather than forcing the material, Stern emphasizes that working with glass requires listening to it, as it is a "loud material" with its own opinions. He advises those learning and working with glass to break challenges into small, unremarkable steps, given that innovation is simply the result of adding those steps together over time. The video was produced by the Open GLASSroom project. Special thanks to Michael Stern for contributing to the Open GLASSroom OER collection. The creation of these resources has been (partially) funded by the ERASMUS+ grant program of the European Union under grant no. 2022-1-DE01-KA220-HED-000089750. Neither the European Commission nor the project's national funding agency DAAD are responsible for the content or liable for any losses or damage resulting of the use of these resources.

Video

Michael Stern

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