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MBO

21 oktober 2026

The Art of Reuse and Adaptation

This open textbook is a practical guide to Open Educational Resources (OER) and Open Educational Practices (OEP) in higher education. Developed collaboratively by librarians, educators, researchers, and Open Education practitioners across the European Network of Open Education Librarians (ENOEL), it brings together policy analysis, practical guidance, and reusable tools into a single, adaptable resource. The book is built around three themes: policy, support, and practice. It looks at how policy shapes Open Education, what infrastructure and support make it sustainable, and how to build trust and create inclusive resources together with students and colleagues. Throughout, a Universal Design for Learning lens invites readers to critically reflect on the accessibility and inclusivity of open resources themselves. True to the values it explores, the textbook is designed for more than reading: it invites active reuse. Readers can explore its chapters, follow its curated toolkits and case studies, adapt its frameworks to local contexts, or reuse its editable templates directly. It’s aligned with UNESCO’s international recommendations on open education, openly licensed, free to adapt, and ready to grow through the contributions of others. EDITORS Mira Buist-Zhuk; Paola Corti; and Claudia Hackl-Mayerhofer REVIEWERS Michelle Breen; Marion Brunetti; Maura Flynn; David Stoellger; Lilianna Nalewajska; Celine Peignen; Emily Herron; and Peter Vedal Utnes

Open (Access) Tekst Boek

Marta Bustillo, Paola Corti, Harrie van der Meer, Claudia Hackl- Mayerhofer, Sylvia Moes

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

25 augustus 2026

Library Essentials cursus VU Universiteitsbibliotheek

Library Essentials is een introductiecursus voor nieuwe medewerkers van de VU Universiteitsbibliotheek. De cursus biedt een laagdrempelige kennismaking met de organisatie, de verschillende afdelingen en de dienstverlening en expertise binnen de UB. De onderdelen van deze publicatie bevatten zowel inhoudelijke materialen van de cursus als begeleidende documenten die een beeld geven van de opzet van een dergelijke cursus. Ze kunnen gebruikt worden ter inspiratie voor het opzetten van een soortgelijke cursus bij andere instellingen. Deze publicatie bevat de volgende materialen: Leermateriaal eindproduct: E-module Library Essentials cursus (in ontwikkeling). Begeleidende documenten: Project Initiatie Document (PID) Library Essentials. Voorsteldocument ten behoeve van management team (MT). Draaiboek Library Essentials cursus VU. Schrijfhandleiding e-module. Script audiotour. Evaluatieformulier (in ontwikkeling).

Document

Kim Dibbets, Babette Claassen, Linde Voorend

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

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

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