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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

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

16 juni 2026

Open Education menu

We created a ready-to-use menu with 17 different Open Education practices to be implemented in your education. With each practice turned into its own dish and recipe, you can easily see how the practice can be implemented, with its difficulty level and examples. The goal is to provide you with ideas and examples on how to implement Open Science practices into your education. Or use the menu as a starting point for conversations about open educational practices with colleagues! Already an expert? The menu can also be used for a 1-hour workshop on Open Educational practices for others interested in Open Science. Let the participants select a dish from the menu they are interested in, and help them to adapt the dish so they can turn their own ideas into real practices.

Presentatie

Jeroen Bosman, Ilcan Çiftcibaşi, Anneke van der Dussen, Ruud Dielen, Marie-Louise Goudeau, Pim Huijnen, Susanne Kirchhoff, Marc van Mil, Hanne Oberman, Annelies Pieterman-Bos

11 juni 2026

Game – Open learning – The HAN escape experience

​An experience in which participants work through all the stages of the educational resources cycle while solving puzzles.

Document

Marja Versantvoort

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

15 maart 2026

Beyond Google Scholar

Students often struggle to find relevant literature for their thesis projects. The main aim of this tutorial is two-fold, namely to teach students (1) how to find relevant literature using various databases and search strategies and (2) how to critically reflect on the role of digital databases and Generative AI tools in their search process. The package includes a lecturer’s manual and two versions of the same tutorial: one with steps in Excel and one without. The tutorial can be delivered as an in-class workshop (2–3 hours) or assigned as a take-home assignment. The databases and tools used in this tutorial include Zotero, Google Scholar, Project MUSE, JSTOR, ChatGPT, and Excel. The tutorial can be used in any higher education classroom and is particularly suitable for courses that prepare students for writing a BA or MA thesis.

Document

Jasmijn van Gorp

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

Strong Logistics: samen sterk tegen criminaliteit in transport en logistiek

De transport- en logistieksector is steeds vaker doelwit van georganiseerde criminaliteit. Op de website van #StrongLogistics leer je hoe je jezelf, je medewerkers en je onderneming kunt beschermen. Je vindt er informatie over Signalen, Maatregelen en Hulpmiddelen. #StrongLogistics is een samenwerking tussen verschillende landelijke veiligheidspartners om de transport- en logistieksector sterker te maken tegen georganiseerde criminaliteit. Onder de vlag van #StrongLogistics werken Politie, Douane Nederland, Koninklijke Marechaussee, Transport en Logistiek Nederland (TLN) en Platform Veilig Ondernemen (PVO) samen aan bewustwording, preventie en actie zodat de logistieke keten veilig en integer blijft en medewerkers weten wat ze moeten doen bij signalen van criminaliteit.

Website

Auteur Onbekend

30 december 2025

Lessons Learned

Agent-based modelling (ABM) is one of the most widely applied computational modelling research techniques in archaeology, because it is well suited to the questions asked by archaeologists. However, the access to vocational training for ABM is limited. In this paper we present the Open Educational Resources (OER) that we produced in an international cooperation. For this purpose, we created online and open tutorials for ABM for archaeologists. In addition, how-to guides and support material were created, both for teachers and students. The materials adhere to international (European) standards in relation to education and the Digital Skills Passport for archaeology. The teaching materials have been well tested using a diverse group of archaeologists during various international conferences and meetings. It was shown that the knowledge and skills of the participants in relation to ABM improved. In addition, the demand for the teaching materials and the workshops was high, ensuring that the tutorials on ABM will be used in the future.

Document

Ronald Visser, Karsten Lambers, Kenneth Aitchison, Annemarie Jutte, James Douglas Rocks-Macqueen, Laura van der Knaap, Iza Romanowska, Tom Brughmans, Jeroen Linssen, Adam Pažout

16 december 2025

Het gebruik van een tablet in de klas; een vloek of een zegen

Het vroegtijdig gebruik kunnen maken van digitale middelen is noodzakelijk om goed te kunnen participeren in de huidige informatiesamenleving. Aan de andere kant is te veel schermtijd slecht is voor de ontwikkeling van kinderen. Hoe gaan we daar mee om? Is het gebruik van een tablet in de klas een vloek of een zegen? Het doel van dit artikel is om leerkrachten handvatten te geven om een tablet in de klas op een juiste manier in te zetten zonder dat dit ten koste gaat van de taal en interactie.

Document

Margreet R. Luinge