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HBO/WO

MBO

21 oktober 2026

Conclusion

The conclusion highlights the value of reuse and adaptation as approaches to rethinking existing resources and creating new possibilities. It emphasises the importance of understanding the potential of what already exists and exploring how it can be transformed, reinterpreted and applied in new contexts. Reuse and adaptation provide opportunities to connect past and present, preserve existing value and encourage creative and sustainable approaches to change.

Open (Access) Tekst Boek

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

2 oktober 2026

Constructive, Collaborative, Contextual, and Self-Directed Learning

Problem-Based Learning (PBL) has shaped education at Maastricht University (UM) for more than five decades. Yet PBL is sometimes narrowly associated with one particular instructional format: the seven-step approach. Constructive, Collaborative, Contextual, and Self-Directed (CCCS) Learning at the Faculty of Science and Engineering (FSE) takes a broader perspective. It presents the four CCCS learning principles as a flexible set of design principles for meaningful teaching, learning, and assessment. The booklet brings together more than thirty examples from across FSE. Organised around Science, Technology, Engineering, Arts, and Mathematics (STEAM), the cases span educational levels from pre-university education to PhD training and cover a wide variety of formats, including tutorials, laboratories, projects, fieldwork, assessment, games, and technology-enhanced learning. Each case starts from an educational challenge, describes a concrete intervention, and reflects on the design through the CCCS lens. Readers encounter examples ranging from student-led mathematics tutorials and open-ended physics experiments to robotics projects, ecological fieldwork, co-created assessment, serious games, and authentic engineering challenges. Together, they demonstrate that student-centred learning can take many different forms while remaining academically rigorous and appropriate to the demands of STEAM education. Rather than prescribing a single method, the booklet inspires educators to rethink their own practice. It shows how CCCS learning principles can serve as a shared language for educational innovation while allowing room for disciplinary differences, creativity, co-creation, playful learning, technology, and different approaches to PBL. The collection is intended as a practical source of ideas for teachers, course coordinators, programme directors, educational developers, and University Teaching Qualification participants within Maastricht University and beyond. Its central message is simple: CCCS learning is not confined to one classroom format or one disciplinary tradition; it is a versatile foundation for designing engaging and meaningful higher education.

Open (Access) Tekst Boek

Martijn Boussé, Hanne Diliën, Joris van Poecke, Lonneke Bevers, Stefan Jongen

17 september 2026

Slim studeren met AI (BA) - Pedagogische Wetenschappen en Universitaire Pabo

Een e-learning die bachelorstudenten leert hoe ze AI op een kritsche manier gebruiken voor hun studie.

Wo, HboDocument

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

7 september 2026

Toolkit AI, curriculum en toetsing

Generatieve AI* heeft sinds de introductie van ChatGPT 3.5 in november 2022 veel impact gehad op de maatschappij, het beroepenveld en het onderwijs. Door het stijgende gebruik van generatieve AI en het groeiende aantal mogelijkheden ervan, zien we deze impact de komende tijd verder stijgen. Wat betekent dit voor de kennis, vaardigheden en attitudes die onze studenten moeten verwerven tijdens hun opleiding? Wat betekent dit voor de kennis, vaardigheden en attitudes die wij zelf als docent en/of onderwijsontwikkelaar moeten bezitten? Deze toolkit helpt je op weg met het duiden van de antwoorden op deze vragen op cursusniveau, leerlijnniveau en curriculumniveau. De toolkit geeft je concrete handvatten om bestaand of nieuw onderwijs te (her)ontwerpen, uiteraard alleen waar dit nodig is. Dit betekent een mogelijke herziening van de drie onderdelen van constructieve afstemming van je onderwijs vanwege de invloed van (generatieve) AI: Leerdoelen: Welke kennis, vaardigheden en attitudes moeten je studenten aan het einde van een cursus, leerlijn of opleiding zich eigen hebben gemaakt? Toetsing: hoe toets je op een betrouwbare en valide manier dat je studenten daadwerkelijk deze kennis, vaardigheden en attitudes zelf hebben verworven? Leeractiviteiten: hoe zorg je dat de kennis, vaardigheden en attitudes, waaronder ook het verantwoord gebruiken van AI, goed aan bod komt in het onderwijs dat je aanbiedt aan je studenten?

Website

Onderwijs en Kwaliteit, Center for Teaching and Learning

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

11 augustus 2026

Compass+ Systematically Searching for Literature

Systematic search is necessary when searching for literature for a systematic review or when you are conducting meta-analysis, for example. It helps you think about what exactly you want to find and increases the chances of getting a good search result. In this e-learning you learn how to set up a systematic review.

Website

Universiteitsbibliotheek Utrecht

30 juni 2026

Integrating GenAI into your classroom

This e-module is aimed at lecturers and teaching assistants who want to learn more about the responsible use of GenAI in higher education and the impact it can have on your teaching. Please note: this e-learning course was created using the Wikiwijs editor and is still under construction.

Website

Community voor Docentontwikkeling

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

15 juni 2026

DALE Toolbox Designing Accessible Learning Environments

This is the VU toolbox belonging to the course Designing Accessible Learning Environments

WoDocument

Hilde Remmers, Gabriel Peralta Alvarez

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