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HBO/WO

MBO

26 september 2026

Buurtverbinding tools - high res stickerbord

Het buurtwiel en de buurthartmeter biedt een toegankelijke en speelse manier om een gesprek aan te knopen met voorbijgangers. Met het wiel in je hand wordt het eenvoudiger om mensen te vragen naar hun gevoelens over de plek waar ze wonen of werken. Dit stelt hen in staat om direct hun ervaringen te delen, wat helpt bij het verzamelen van waardevolle en kwalitatieve inzichten. Deze informatie vormt de basis om beter in te spelen op de werkelijke behoeften van bewoners en gebruikers. De buurthartmeter maakt zichtbaar hoe mensen een locatie zowel emotioneel als praktisch ervaren, bijvoorbeeld als veilig, ontspannen of juist als een plek waar ze zich niet thuis voelen. Dit zijn stickerbord templates voor de buurtwiel en de buurthartmeter in zowel Nederlands als in het Engels, in hoge resolutie om te printen.

Afbeelding

Eva James, Esther Bouw

28 april 2026

Lessuggestie bij hoofdstuk 13

Dit is een lessugestie bij hoofdstuk 13 van het boek De kracht van verbinding Leerdoel: studenten kunnen dwarsverbanden identificeren in een maatschappelijke casus en kunnen beargumenteren welke bijdrage hun discipline kan leveren aan een beter inzicht in of oplossing voor deze problematiek.

Document

Edwin van Meerkerk

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

Testing

Main Concepts Technical / engineering testing: Checking whether the system or VR build works correctly, meets requirements, and behaves consistently. Research / participant testing: Testing with participants to verify that the experiment supports the hypothesis and produces valid data. Debugging: Systematically identifying, isolating, and fixing the cause of a technical problem. Learning Goals Distinguish between the two types of testing. Apply a simple technical testing protocol to a project. Systematically identify, document, and fix software or VR errors. Use the Testing Worksheet to maintain traceability and collaboration. Recognize testing as essential quality assurance for both research and development. Key Takeaways Technical testing validates the build before research testing validates the hypothesis. Debugging is guided observation — not random trial and error. Documenting your tests ensures accountability and repeatability. Continuous testing builds confidence and prevents surprises during research trials. A clear testing workflow saves time and makes collaboration smoother. Further Exploration Search for “Unity debugging and testing workflow.” Search for “How to create software testing protocols.” Search for “Difference between pilot study and technical testing.” Search for “Best practice bug tracking templates.”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

18 februari 2026

XR Prototype: Learning tools to create a research Prototype

Welcome to the course! Main Concepts The four pillars of innovation projects: research, design, development and project management Challenge-Based Learning: a student-centered approach to learning in which students choose a specific real-world problem to tackle using expertise from multiple disciplines Prototype: a first functional version of a device or program Unity: a wide-used development engine that can be used for 3D environment design Course Learning Goals Deliver a functional prototype aligned with your own research question Apply strategies to help you manage time, priorities, and collaboration effectively Understand how to balance your project scope, resources, and expectations Validate both the technical build and the research logic of your project.

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

17 december 2025

Onderwijs & AI Module voor Docenten

Generative Artificial Intelligence (genAI), ofwel generatieve kunstmatige intelligentie, maakt een snelle groei door. De nieuwste generatie genAI tools is zo goed dat het steeds moeilijker wordt te onderscheiden of een tekst door een mens of AI is geschreven. De ontwikkeling van genAI heeft dan ook een grote impact op de maatschappij en daarmee ook op het onderwijs. Daarnaast kan genAI onderdeel uit gaan maken van de toekomstige werkpraktijk van vele studenten. De realiteit is dat deze technologie er is en we zullen ons ertoe moeten verhouden. Hoewel de eindverantwoordelijkheid voor het gebruik van genAI ligt bij de student zelf, hebben wij de verantwoordelijkheid om hen te helpen hier op een verantwoorde manier mee om te gaan. Deze module beoogt hierbij te ondersteunen. Na het doorlopen van deze module ben je bekend met: Wat genAI is. Wat de impact van genAI is op onze wereld. De juridische kaders van genAI. De relatie tussen genAI en academische waarden en integriteit. De manieren waarop studenten genAI kunnen gebruiken en wat dat kan betekenen voor academisch onderwijs. De impact die genAI kan hebben op jouw onderwijs. Elk van de bovenstaande leerdoelen hoort bij één hoofdstuk van deze module. Deze module is gebaseerd op de module AI geletterdheid van de Rijksuniversiteit Groningen. De module is zowel in het Nederlands als het Engels beschikbaar en wordt hier aangeboden als Brightspace package. Dit zou ook in Canvas geïmporteerd kunnen worden.

Document

Steven Trooster, Max Moeskops

12 augustus 2025

AI Prompt Library

The AI Prompt Library is a collection of prompt templates designed for educators and students to give you a starting point and inspiration you need to use Generative AI tools like an expert. What are AI prompts? A prompt is simply an instruction you give to a Generative AI tool to receive a customised output you are looking for. In the AI Prompt Library, you will find prompts such as Learning, Exams, Writing, or Feedback. The description of each prompt includes tips and disclaimers, which offer additional information about the prompt. The AI Prompt Library indicates which prompting methods were used and why they are important. The examples will help you experiment with your own prompts. Should you have prompt suggestions that could be useful for others, hit the submit your prompt button. Explore the wide range of AI prompts specifically crafted to support you in your teaching or studying. 4 principles when using GenAI tools: (1) You are responsible for your own work; (2) Be transparent about your use of AI; (3) Verify the correctness of the output; (4) Respect copyright and privacy.

Website

Michalina Kaminska, Katja Shcherbakova

14 juli 2025

Playing Perspectives - a game design toolkit

Students collectively design a game on a polarizing topic and are stimulated to explore and gain a deeper understanding of various perspectives and presuppositions (including their own), recognize rhetorical narratives and frames, and devise strategies to overcome these. Students adopt active listening skills when conversing with one another. Playing Perspectives is based on game-based and transformative learning principles. Playing Perspectives consists of three phases. These can be conducted consecutively or separate from one another as stand alone activities, depending on the time available, your learning objectives and the desire to have a playable game as end product. The materials that are developed by students in each of these phases can be uploaded onto Edusources and used by other teachers if they only want to conduct one of the later phases as stand alone activity. Playing Perspectives was developed as part of the Utrecht University Comenius project Fostering an Open Mind and Open Attitude in Higher Education that strives to stimulate perspective taking and dialogue in academic education with creative learning activities. The other learning activities that have been developed as part of the Open Minds project are the Open Mind digital game and The Square (Het Vlak; a creative dialogue methodology). Please note: the photos required for phase 1 can be downloaded from the Teaching & Learning Collection of the UU (see links).

Document

Robin Bos, Jasper van Vught, Open Minds UU

1 juni 2025

Week 6: Storytelling

Around an engaging video, a lesson has been built with specific learning objectives, activities, and supporting materials for students. They learn how to harness the power of storytelling to enhance their case presentations. The instructors explain why storytelling is an essential skill for structuring and communicating insights effectively. They introduce the “Red Line” method for creating a logical flow from problem to solution and share tips for creating visually compelling presentations. Key advice includes using simple, branded slides, focusing on visuals over text, and maintaining a clear structure. This lesson will guide students in using storytelling to create presentations that are not only informative but also engaging and memorable.

Document

Hans van Oudheusden, Britta Stoelinga

1 juni 2025

Week 8: Organising a Case Competition

This final, high-energy lesson—or event—is all about case-solving competitions between students. Format, rules, and possible schedules are all part of this concluding session. A case competition is an inspiring and effective way to conclude a case-cracking training series. It gives students the opportunity to apply their skills in a high-pressure, real-world setting that fosters focus, teamwork, and clear communication under time constraints. Competitions not only allow for immediate feedback and continuous improvement but also mirror the dynamics of real consulting work, where firms compete for projects. Whether students solve a live business challenge or a simulated case, involving industry professionals as judges adds authenticity and depth to the experience. Including a final round enhances learning for all participants—both those presenting and those observing—and helps generate visibility and excitement around the program, inspiring future engagement.

Document

Hans van Oudheusden, Britta Stoelinga