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HBO/WO

MBO

16 september 2026

Guide Mendeley

Mendeley is a program that can easily store your information sources. You can also add notes or the full text if you like. You can put your information sources into folders and share these folders with other people. You can tag each source with keywords so you can easily find your sources in Mendeley. In short, you can create your own digital 'library' with your own structure.

Website

Annelies Kuijten, Els Holman-van Gorkum, Jeanine Geleijns

2 september 2026

Inzicht

Het boek Inzicht - academische vaardigheden voor bouwkundigen geeft een verdiepend beeld van bouwkunde als wetenschappelijke discipline, gaat expliciet in op de relatie tussen ontwerp en onderzoek en richt zich met name op praktische vaardigheden die bouwkundestudenten ontwikkelen gedurende hun bacheloropleiding in Delft. Het boek is opgebouwd uit vier delen. Deel A richt zich op de plaats van bouwkunde binnen de wetenschap. Deel B richt zich op basisvaardigheden: algemene academische vaardigheden voor bouwkundigen. Deel C diept specifieke bouwkundige methoden van onderzoek uit. Deel D, het laatste deel, is enerzijds gericht op de praktijk en anderzijds op reflectie. Door deze brede opzet kan het boek niet alleen direct gebruikt worden door studenten en docenten in de leerlijn Wetenschap en Vaardigheden, maar juist ook in de andere leerlijnen en modulen. Tevens is het boek een naslagwerk voor andere Bouwkunde- en Architectuuropleidingen in binnen- en buitenland dat inzicht geeft hoe wij binnen de faculteit Bouwkunde van de TU Delft aankijken tegen het vakgebied en welke academische vaardigheden daar op bachelorniveau bij horen.

Open (Access) Tekst Boek

MaartenJan Hoekstra, Remon Rooij, Willemijn Wilms Floet, Sake Zijlstra

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

23 juli 2026

Finding Scientific Literature (General)

How to do literature research.

WoDocument

Rian Kriesels, Kim Dibbets, Linda Schoonmade, Emma Besijn, Sebastien Valkenberg, Arjan De Rooy, Ruben Wiering, Michèle Meijer, Anouk Nuijten, Rick Vermunt, Marijn de Groote, Harm le Grand (Kennisnet), Linde Voorend

6 juli 2026

Thirst for Justice: The International Court of Justice

This textbook goes beyond a straightforward account of the International Court of Justice. At its heart lies a deeper question: does the work of the ICJ retain meaningful relevance for the world community, and if so, does it do so despite the emerging dynamics of a multipolar world order, or perhaps precisely because of them? To answer that question, the book takes a deliberately judicial approach. The bulk of its pages are devoted to the close examination of some of the most significant cases in the Court’s entire history, including those of its predecessor, the Permanent Court of International Justice (PCIJ). In doing so, it uncovers what are often the best-kept secrets of this venerable institution: its actual judgments, and what they reveal about the evolution of international law across the decades. Three chapters structure the work around the Court’s past, present, and future. The opening chapter traces the history of the ICJ from its institutional roots, including the Permanent Court of Arbitration (PCA) and the PCIJ, through the exceptional and often turbulent arc of the twentieth century. Written in accessible language, it introduces readers to the Court’s main functions, its composition, and its structure, offering a nuanced portrait of an institution that came of age during one of history’s most consequential periods. The cases examined in the two subsequent chapters were selected through a rigorous process involving a broad pool of experienced international lawyers. In total, fourteen cases and one Advisory Opinion are analysed, proceedings that have already shaped the international legal order and are likely to continue doing so in matters of considerable consequence. Dit leerboek gaat verder dan een rechtlijnige beschrijving van het Internationaal Gerechtshof (ICJ). Centraal staat een diepere vraag: behoudt het werk van het ICJ een wezenlijke betekenis voor de internationale gemeenschap, en zo ja, doet het dat ondanks de opkomende dynamiek van een multipolaire wereldorde, of misschien juist dankzij die dynamiek? Om die vraag te beantwoorden, kiest het boek bewust voor een rechterlijke benadering. Het grootste deel van het boek is gewijd aan een nauwgezette analyse van enkele van de belangrijkste zaken uit de volledige geschiedenis van het Hof, waaronder die van zijn voorganger, het Permanente Hof van Internationale Justitie (PCIJ). Daarbij worden de vaak best bewaarde geheimen van deze eerbiedwaardige instelling blootgelegd: haar daadwerkelijke uitspraken en wat deze onthullen over de ontwikkeling van het internationaal recht door de decennia heen. Drie hoofdstukken structureren het werk rond het verleden, het heden en de toekomst van het Hof. Het openingshoofdstuk schetst de geschiedenis van het ICJ, vanaf zijn institutionele wortels – waaronder het Permanente Hof van Arbitrage (PCA) en het PCIJ – tot aan de uitzonderlijke en vaak turbulente ontwikkeling van de twintigste eeuw. In toegankelijke taal maakt het de lezer vertrouwd met de belangrijkste taken, de samenstelling en de structuur van het Hof, en biedt het een genuanceerd beeld van een instelling die tot volle wasdom kwam tijdens een van de meest ingrijpende perioden uit de wereldgeschiedenis. De zaken die in de twee daaropvolgende hoofdstukken worden behandeld, zijn geselecteerd via een zorgvuldig proces waarbij een brede groep ervaren internationaal juristen betrokken was. In totaal worden veertien zaken en één advies (Advisory Opinion) geanalyseerd: procedures die de internationale rechtsorde reeds diepgaand hebben beïnvloed en naar verwachting ook in de toekomst richtinggevend zullen blijven voor vraagstukken van groot internationaal belang.

Open (Access) Tekst Boek

Mónica García-Salmones Rovira

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

24 maart 2026

Deploy VR Project in Unity to the Meta Quest

Main concepts Unity VR Template as a preconfigured starting point for VR projects Core VR components such as XR Origin, interactables, UI, and teleportation Required VR systems: XR runtime, interaction system, and VR-ready player setup XR Plugin Management and OpenXR as the VR runtime solution Project Validation and interaction profiles for correct VR configuration Learning goals After this lesson, learners will be able to: Explain why the Unity VR Template is used as a reference project Identify key VR components in the hierarchy, such as XR Origin and interactables Describe the three core requirements for running VR in Unity Enable and configure XR Plugin Management and OpenXR Use Project Validation to detect and fix VR configuration issues Key takeaways The VR Template provides a clean, ready-to-use VR foundation Only one XR Origin should be active in a scene at any time OpenXR enables communication between Unity and the MetaQuest headset Interaction profiles are required for controller and hand tracking to work Project Validation helps ensure the project is compatible with VR and OpenXR Further exploration Search terms: Unity VR Template overview XR Plugin Management Unity OpenXR interaction profiles MetaQuest Unity XR Project Validation Next steps: Apply the same VR settings to the course project Experiment with different interaction profiles, including hand tracking Explore XR Interaction Toolkit samples and starter assets Review render mode options if visual issues occur

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

19 maart 2026

ShareXR : Challenge-Based Learning with XR (BMS Lab, University of Twente)

ShareXR introduces a challenge-based learning (CBL) approach for integrating research, design, and development in engineering education through extended reality (XR). Developed at the University of Twente’s BMS Lab, the model addresses the increasing need for multidisciplinary collaboration by teaching students to speak a shared language across research, design, and technical development. Even for those without an engineering, scientific or STEM background. This course offers a hands-on, multidisciplinary learning experience where students take real research ideas and transform them into innovation projects within a complete and validated open learning XR ecosystem. With reusable multimedia course content, the course enables students to understand interdisciplinary collaboration, while each module focuses on one of the four pillars: Research, Design, Development, and Project Management — guided by principles of balance, iteration, and collaboration. By working with different tools like one-page project canvases, students will learn how to translate research ideas into structured user stories, requirements, and project management tasks, while exploring how XR tools can act as a human-centered medium for prototyping, testing, and validating ideas without requiring coding skills.

App

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler, Peter Slijkhuis, Mirjam Galetzka, Benno Pals, Jan-Willem van 't Klooster

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

3 maart 2026

Classical Mechanics & Special Relativity

Classical mechanics is the starting point of physics. Over the centuries, via Newton’s three fundamental laws formulated around 1687, we have built a solid framework describing the material world around us. This textbook includes animations, demos and exercises for studying introductory classical mechanics. Moreover, we will consider the first steps of Einstein’s Special Theory of Relativity published 1905. This book starts from the three laws of Newton and builds up classical mechanics from scratch. Its content carefully constructs the classical mechanics from Newtons laws, providing a rigorous, fundamental framework. Emphasis is placed on working with the basic concepts of momentum, energy and angular momentum. Special attention is paid to oscillations, collisions including non-ideal ones and the Kepler problem. Rigid body dynamics is extensively discussed. The use of polar coordinates is extensively discussed. Non-inertial frames of reference are treated starting from linearly accelerating ones and moving to the rotating frames of reference. The centrifugal and Coriolis forces are introduced and explained. In the second part, the switch to special relativity is made. The problems coming out of Maxwells equations for electro-magnetic waves are used as the step towards modern mechanics. The Lorentz Transformation, where events in 4-dimensional space, time dilation and length contraction are discussed. Furthermore, the book introduces the world of four-vectors, deriving the four-velocity and four-momentum. Velocity transformation, Doppler shift and relativistic collision form the final parts of the book.

Open (Access) Tekst Boek

Robert Mudde, Bernd Rieger