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HBO/WO

MBO

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

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

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

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

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

8 april 2026

ACA-bot

ACA-bot is an engaging chatbot designed for Automated Conversational Assessment (ACA). Drawing inspiration from traditional oral exams, this text-based conversational agent transforms assessment into a dynamic learning experience. It supports both formative and summative evaluation by offering students personalised feedback and guidance at every step of their learning journey. The first ACA-bot prototype focuses on assessing students’ understanding of basic statistical concepts, but its flexible design allows for easy adaptation to a wide range of subjects and learning contexts. Through interactive dialogue, students can practise explaining ideas clearly under exam-like conditions, apply their knowledge to new and challenging questions, and refine their reasoning as they respond to follow-up prompts. They gain valuable insights into their own understanding, identify areas for improvement, and gradually build confidence for both oral and written assessments. For educators, ACA-bot offers a powerful way to scale oral examinations and enhance formative assessment without increasing workload. It automates parts of the assessment process, provides structured and actionable insights into student performance, and opens the door to more personal, interactive feedback at scale. By combining the strengths of conversational AI and educational assessment, ACA-bot turns evaluation into a collaborative, insightful process. It empowers students to think aloud, reason more effectively, and grow, while giving educators a smarter, more innovative way to understand and support learning. ACA-bot is een slimme en inspirerende chatbot die onderwijs en Artificial Intelligence samenbrengt. Geïnspireerd door het klassieke mondelinge examen tilt deze tekstgebaseerde gespreksagent Automated Conversational Assessment naar een nieuw niveau. Studenten krijgen via natuurlijke gesprekken directe, persoonlijke feedback en begeleiding, waardoor leren en toetsen samenvloeien in één boeiende ervaring. Het prototype van ACA-bot is ontwikkeld om kennis over statistiek te beoordelen, maar dankzij het flexibele ontwerp kan het systeem eenvoudig worden aangepast aan andere vakgebieden en toepassingen. Tijdens interactieve dialogen leren studenten helder uitleg geven, hun kennis toepassen op nieuwe vragen en hun redenering aanscherpen. Ze ontdekken waar hun begrip nog verdiept kan worden en groeien zichtbaar in zelfvertrouwen — waardevolle voorbereiding op zowel mondelinge als schriftelijke examens. Ook voor docenten biedt ACA-bot een slimme oplossing. Het maakt mondelinge toetsing schaalbaar, ondersteunt formatieve beoordeling via gesprek, en vermindert de werkdruk door delen van het beoordelingsproces te automatiseren. Bovendien geeft het gestructureerde inzichten in de voortgang en denkwijze van studenten, waardoor elke dialoog bijdraagt aan beter onderwijs. ACA-bot laat zien hoe Automated Conversational Assessment het leren persoonlijker, interactiever en effectiever maakt. Studenten denken hardop, verkennen hun eigen begrip, en verbeteren met vertrouwen — terwijl docenten op een innovatieve, datagedreven manier inzicht krijgen in hoe kennis werkelijk wordt begrepen.

App

Aki Härmä, Julie Bauer

31 maart 2026

CLIL - Music

This is the template for the CLIL music theme

HboDocument

Amy Klipp, Honorine de Keijzer-Davies, Jasmin Back, Noortje Cras