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Zoekresultaten (65)

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HBO/WO

MBO

4 september 2024

Didactical Design Tool Interdisciplinary Education

As a teacher, you face some major challenges in designing, teaching and evaluating interdisciplinary education. So we have developed a design instrument to support you in your role as a teacher in choosing specific learning objectives, activities and assessment formats, which together design the students’ interdisciplinary learning process. This instrument utilises the constructive alignment design concept for interdisciplinary education.

Document

Programma Interdisciplinair Onderwijs

2 november 2026

Design Tool Interdisciplinary Education

As a teacher, you face some major challenges in designing, teaching and evaluating interdisciplinary education. So we have developed a design instrument to support you in your role as a teacher in choosing specific learning objectives, activities and assessment formats, which together design the students’ interdisciplinary learning process. This instrument utilises the constructive alignment design concept for interdisciplinary education.

Document

Programma Interdisciplinair Onderwijs

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

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

2023

Community based learning in health literacy

Community-Based Learning (CBL) is an educational approach that emphasizes the integration of meaningful community service with academic instruction, promoting civic engagement, and social responsibility. Because of the methodology of teaching and learning that provides context for building academic and work-readiness skills is community-based learning, also called service learning. Despite the diversity of definitions and theories related to CBL, some common criteria have been identified in the literature (Flecky, 2011): Service/community based projects are grounded in real and relevant community needs and challenges. Projects involve students in a constructive research process that addresses community issues. Students lead and carry out projects with guidance and support from educators and community partners. Projects take place over an extended period, typically weeks or months, allowing for meaningful engagement with community stakeholders. CBL promotes students' understanding of community issues, collaboration in working teams, responsibility in project design, implementation, and final product delivery, and reflection on project process and outcomes.

Document

Janneke Luiken, Angelique Hagen

2024

Blended learning design game (English)

The blended learning design game is a fun, inspiring and effective method to rapid-prototype designs for blended learning programs. Using the learning outcome as a starting point, you work backwards from the assessment methods to choose teaching and learning activities, and match them with tools and resulting products that could be used as pinput for a formative assessment. The materials don't explain what all the methods are, but there are great sources of information online. The purpose of the game is to offer you a method of design and dozens of tools, activities and products that can be combined in countless ways, across different modalities both online and on-site. The method is inspired by the blended waves game by Joanne Heidinga, and based on the learning wave (Barend Last et al) and Laurillard's conversational framework. The files contain all elements of the game and the designs include 3mm print margins and trim marks for the printer. We normally give the instructions below for printing: 200gsm brilliant white paper, full color print. All cards in the file "ABL education design game [version number].pdf" should be printed and cut, sorted in the order in which they appear in the file. The file "BLGame instructions [version number].pdf" printed on 200gsm brilliant white, full color, double sided and cut along marks. Fold along the grey dotted lines.

Document

Patrick van Aalst, Margreeth Temmen

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

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

5 september 2023

Senses-Based Learning

'SENSES-BASED LEARNING’ aims to re-balance and reassert the importance of sensory skills in tertiary education and in professional practice. It does so through interventions in the existing curriculum across Faculties. The interventions can take the shape of specifically designed learning units (courses, electives or part of courses), learning resources (physical or digital presented in the Sensory Learning Lab), activities, specifically designed internships, etc.

Website

Elene Kadagidze, Emilie Sitzia

2023

Project-based learning in health literacy: a guide for implementation

Project-based Learning (PjBL) is a student-centered teaching model that organizes learning around curriculum- relevant projects. Despite the diversity of definitions and the lack of a universally accepted theory in PjBL (Du & Han, 2016), some common criteria have been identified in the literature: 1) projects and problematics are realistic and central to the curriculum/discipline; 2) projects involve students in a constructive research process; 3) projects are led and conducted by students; 4) projects are extended over a certain period of time (several days, weeks, or months); 5) PjBL involves students’ understanding of a topic, their collaboration in a working team, their responsibilities in the design, implementation and delivering the final product; and their reflection on the project process and project outcomes. Importantly, PjBL provides students the opportunity to overtake a leadership role and requires them to collaborate and consult with a wide range of stakeholders (Forbes & Martin, 2020).

Document

Janneke Luiken, Angelique Hagen