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Zoekresultaten (149)

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HBO/WO

MBO

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

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

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

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

19 maart 2026

The Project Intersection

Main Concepts Project Intersection: The balanced overlap between user stories (what/why), requirements (how), and constraints (when/who/with what). Points of tension: Conflicts or misalignments between design ideas, technical requirements, and project limitations. Balance / "the sweet spot" of the project intersection: The state where research goals, technical implementation, and project limits are aligned and feasible. Trade-offs: Deliberate decisions to prioritize one aspect (e.g., time, creativity, precision) while accepting limits in another. Learning Goals Understand the visual and conceptual model of the Project Intersection. Recognize points of tension between design, development and project management. Use communication and planning strategies to find a balance between over- and under-specifying Reflect on trade-offs between different perspectives. Key Takeaways The sweet spot of a project lies where user stories, requirements, and management factors meet. Over-specifying or under-specifying leads to misinterpretation and lost value. Early conversations between designers, researchers, and developers prevent imbalance. Trade-offs are normal; documenting and discussing them keeps projects transparent. A balanced intersection ensures the project is not just built — but built with purpose. Further Exploration Search for “Venn diagram project management balance” Search for “how to connect user stories and requirements” Search for “MoSCoW prioritization examples in research projects” Search for “design constraints and trade-offs in innovation”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

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