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Zoekresultaten (30)

HBO/WO

MBO

5 september 2023

Museum of Memory

This course offers perspective on types of museums and the variety of content they can offer. This fits into the BA Arts and Culture as well as MA Arts and Heritage. Learning objectives (course specific) Learn about the history of senses in the museum Build connections between various bodies of knowledge Memorise better Reinforcement of learning through sensorial preferences and contextualization Constructivist educational approach, importance of (physical) experience on learning processes Experiential learning in museums Strategies of engagement

Website

Elene Kadagidze, Emilie Sitzia

21 mei 2025

Open Pedagogy: a driving force for meaningful learning

Report on how Open Pedagogy can support meaningful learning.

Wo, HboWebsite

Marijn Post, Ria Jacobi, Michiel de Jong, Marjon Baas

8 juli 2022

The socio-legal lab

The Socio-Legal Lab: An Experiential Approach to Research on Law in Action is an interactive workbook for socio-legal research projects. It employs the idea of a “lab” as a space for interactive and experiential learning. As an introductory book, it addresses researchers of all levels who are beginning to explore interdisciplinary research on law and are looking for guidance on how to do so. Likewise, the book can be used by teachers and peer groups to experiment with teaching and thinking about law in action through lab-based learning. The workbook is designed to accompany and inspire researchers on their way through a socio-legal research project. It thus covers themes and questions that may arise in the research process, ranging from socio-legal theory to methods and academic communication. While working through this content in an interactive manner, our aim is to empower the reader into thinking more creatively about their methods, while at the same time demistifying them.

Open (Access) Tekst Boek

Siddharth Peter de Souza, Lisa Hahn

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

10 april 2026

Positionality Statement: Reflective assignment on the role of a researcher

In this learning activity, students reflect on their position within the research process. They explore how their identity, experiences, and disciplinary background shape their perspective and translate this into a short positionality statement. The activity centers around the question 'Who Am I?'. The assignment fosters critical thinking, self-awareness, and interdisciplinary awareness.

Document

Anastasia Hacopian

19 december 2023

Pressure Cooker Travelling Concepts

What – This pressure cooker is an introduction to travelling concepts as an integrative research methodology. Travelling concepts can be used for comparing disciplinary notes and for synthesizing purposes in interdisciplinary teaching, learning, and research. Participants practice integration per se as well as travelling concepts itself. 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, travelling concepts improves the actual working with, or teaching of, it. How long – In-class activities take under two hours. Preparation at home takes up two hours.

Presentatie

Programma Interdisciplinair Onderwijs

2022

Rubric Boundary Crossing to support inter- and transdisciplinary learning in an intercultural setting

This rubric is developed to support and assess student boundary crossing learning. The rubric is supposed to be generally applicable for learners (e.g. students) who are part of a multi-disciplinary team and who collaborate in an inter- or transdisciplinary project.

Document

Karen Fortuin, Judith Gulikers, Carla Oonk

1 juni 2025

A Case Solving Guide with Videos

Looking to bring your business courses to life with real-world challenges and active learning? Discover our free, open-source experiential learning toolkit—a rich collection of video-based teaching resources built around solving business cases. This experiential approach focuses on learning by doing: students tackle real-world problems through case-solving, developing essential skills in critical thinking, strategic management, and leadership. Included in the toolkit are video-based explanations of the case-solving process and problem-based learning materials. This guide provides you with a full case-driven course of 8 weeks with interdisciplinary teaching videos; spread across weekly sessions of 100 minutes including a final student competition. All sessions are supported by a detailed lecture plan, a variety of cases, assignments, evaluation forms, and other supporting materials. Designed for undergraduate business education, this toolkit supports innovative pedagogy, combining interdisciplinary thinking with hands-on case analysis. Perfect for educators aiming to teach business through real problems, not just theory.

Document

Britta Stoelinga, Hans van Oudheusden

31 december 2020

Invest in the Future

Invest in the Future is based on the FFDM (Flexible Forward-thinking Decision-Making) game originally designed by Antidote Games and developed with the Red Cross Red Crescent Climate Centre for the Africa Climate Change Resilience Alliance (ACCRA) for use with district planners. This game has been redesigned as an experiential learning game for young people in Southeast Asia by the enGAgeMEnt Lab at Emerson College, in collaboration with the Red Cross Red Crescent Climate Centre and PLAN International.

Document

Red Cross Red Crescent Climate Centre

2025

Skills for Changemakers

Lessons learnt from 4 years implementing skills learning trajectories in BSc Programmes at the WUR

Document

Julia Postulka