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Zoekresultaten (106)

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HBO/WO

MBO

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

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

2022

innovation Space Bachelor end project (ISBEP)

During this course students work in interdisciplinary teams of 3-6 in the realization of an open-ended, challenge-based project. Projects are delivered by TU/e start-ups, researchers, and industry through regular meetings with challenge owners, process coaches and academic supervisors. This course takes place in two quartiles either in Q1 and Q2, or Q3 and Q4. Innovation Space bachelor end project (ISBEP) has two different types of Intended Learning Outcomes (ILOs). There are ILOs which ensure that the content related learning goals as defined by the faculty are met and there are ILOs which relate to CBL competences such as reflection and self-directed learning. Students take ownership of the project and work in a highly independent way.

Website

P.A.M. Ruijten-Dodoiu, Lenny Apon, Marcello Sala, Chiara Treglia

2023

Maker Lab learning objectives

The Maker Lab course learning objectives, along with some over-arching learning goals, are detailed in this document. *For an "assessment matrix" (a list of how the course's assignments assess its learning objectives), please instead see the course description document.

Document

Forrest Bradbury

1 september 2024

Learning objectives minor Science, Technology & Innovation: Biomimicry

The learning objectives of the Biomimicry minor blend theoretical understanding with practical skills. Students engage with a broad spectrum of scientific disciplines including chemistry, biology, physics, and engineering, gaining a comprehensive grasp of biomimicry principles. Practical objectives emphasize hands-on experiences, where students apply these principles through advanced prototyping techniques such as CAD, 3D printing, and microcontroller programming. The course aims to enhance students’ abilities to think critically and solve problems creatively, preparing them to design and execute bio-inspired projects. Additionally, the program nurtures team collaboration and communication skills, essential for articulating project insights to diverse audiences, and managing long-term, complex projects effectively.

Document

Morten Stromme

2023

LU - PE3 - Course objectives

In this document we give the learning objectives of the course. They are separated into Research Skills and Transferable Skills.

Document

Paul Logman

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

2022

Overview learning activities innovation Space bachelor end project (ISBEP)

This document contains an overview of the learning activities that took place during the Innovation Space bachelor end project (Semester 1, 2022-2023)

Document

P.A.M. Ruijten-Dodoiu, Lenny Apon, Marcello Sala

21 mei 2025

Open Pedagogy: a driving force for meaningful learning

Report on how Open Pedagogy can support meaningful learning.

Wo, HboWebsite

Marijn Post, Ria Jacobi, Michiel de Jong, Marjon Baas

1 september 2023

Full course materials minor Science, Technology & Innovation: Biomimicry

The Biomimicry minor at the University of Amsterdam is a full-time, semester-long program (30 EC), guiding students through biomimicry's principles. This minor employs a hands-on approach where participants design bio-inspired prototypes, from ideation to execution. Utilizing UvA's Makerspace, students make use of advanced tools to create viable technological applications that mimic nature’s solutions. The curriculum integrates theory with prototyping workshops, including 3D-printing and programming, adding up to a multidisciplinary learning environment. Directory of Resources: •⁠ ⁠The full course description •⁠ ⁠Detailed learning goals and assessments •⁠ ⁠Assessment rubrics- rubrics

Website

Morten Stromme