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Zoekresultaten (13)

HBO/WO

MBO

14 juli 2025

Open Mind game

Open Mind is a digital 20-30 minute game that can be played on any smartphone or tablet. It offers a structured and engaging environment that challenges players’ assumptions and encourages them to reflect on their own experiences, question their assumptions, and explore diverse perspectives in a safe and interactive way. One can choose to have students play the game in class in class mode and include a plenary introduction and a post-play reflection, or one can have students play the game individually at home or at another location. When played on campus, the activity (game, introduction, and reflection) takes approximately 45 minutes in total. It could be used as a first introduction to perspective-taking and uncovering prejudices, priming students to be more open to participate in follow-up activities like perspective-taking exercises and dialogues. Open Mind 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. Other learning activities that have been developed as part of this project are Playing perspectives (a game design toolkit) and The Square (Het Vlak; a creative dialogue methodology).

Document

Robin Bos, Remco Veltkamp, Open Minds UU

6 november 2023

Development of a Digital Escape Room

This document gives insight into the background, functions, and possible use of a developed digital escape room. The room was created as an assignment for the completion of the ICF Facilitator course, offered by the WHO. Transforming content from a PPT format into a Google website was inspired by Adrijana Krebs (EDUdig project). Design and content were inspired by a student project group, which had developed the escape game WEscape. This 50-minute game is developed to improve person-centred, interprofessional collaboration based on ICF. It consists of four quizzes, which start with background knowledge and exploring ICF codes in the ICF browser. A case of a 10-year-old girl with cerebral palsy serves as a basis for a role-play, in which shared-decision making shall be exercised. Information shall be sorted per ICF domain and additional information can be invented. Finally, a broader view of the ICF framework is established, before the learners access a code to exit the room. Find the game here: https://sites.google.com/view/escape4health - Consider time to introduce and feedback!

Document

Anita Kidritsch

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

12 maart 2024

Infovaders: A game for teaching information literacy skills in the age of AI and information overload

Earth as you know it is no more. You inhabit a new planet and are tasked with designing its information landscape. What values do you deem important? And can you make wise choices in an age of information overflow and artificial intelligence, when truth gets more and more confused with fiction? What will academia look like and will access still be open? The rise of the applications of AI, Open Science and an increase in the amount of information we receive and how we receive it ask powerful critical thinking skills of today's students. This educational board game, challenges players to critically think about what an ideal information landscape would look like. In this session, we will discuss how this game can be implemented in teaching. If you survive... The information landscape is continuously changing. Infovaders is a dilemma game to make University Students aware of how certain changes in this information landscape (how information is found, searched, evaluated and published) impact society and academic research.

Document

Anja Bastenhof, Ruud Dielen, Marie-Louise Goudeau, Ingrid van der Heijde

3 maart 2020

Virginia - Website Digital Histology

A comprehensive digital histology website with concise tutorials containing hundreds of high-quality histological images, a textbook and quizzes, covering the entire human histology in a clear manner. It is - to the knowledge of AnatomyTOOL - presently the only well web-accessible histology resource of this coverage and quality that is completely licensed under an Creative Commons license (CC BY NC SA). It is highly useful for students to learn the bulk of the histology knowledge for medical school . Created by the Virginia Commonwealth University School of Medicine and the ALT Lab at Virginia Commonwealth University.

Website

Alice S. Pakurar

29 augustus 2022

#dariahTeach Platform

Since its launch in 2016, more than 70 scholars and practitioners have developed content for #dariahTeach. From developing new courses and translating existing ones to writing up case studies, and contributing videos. Many other academics have used #dariahTeach in the classroom. The #dariahTeach platform offers many opportunities: lifting the barriers of knowledge access and the boundaries of time and distance. Resources can be adapted, reused, and be made part of new practices. Some ways to make use of the resources: • Based on the principle of the "reversed or flipped classroom", have students study units of the online course before the meeting with teachers for hands-on sessions where they put the knowledge into practice and get feedback. • Integrate the resources into your regular teaching, at graduate and post-graduate level; e.g., by assigning to students units, videos, and quizzes. • Provide learners the opportunity to go through the material at their own pace, combined with a moment of reflection by incorporating quizzes and exercises that deal with both the methodological and the theoretical dimension of the subjects covered, e.g., in the case of a course on 3D visualisation that is available on the platform. • Have students learn about Design thinking and maker culture and at the same time put the topic of user-centred design into practice by inviting them to create learning materials: a student-led group project and a series of interlinked blog posts on the same topic. Student feedback indicates that they learned as they were designing and making, and that the non-linear and multimodal structure of the course facilitated such self-directed and iterative learning processes. Note: the teaching modules are not prescriptive. They are modular structure with different units providing resources and inspiration, opening up rather than limiting potential use and applications of content.

Website

Costas Papadopoulos, Susan Schreibman

27 september 2020

Hoi Polloi Logoi

Met Hoi Polloi Logoi breng je je beheersing van de Griekse werkwoordsvormen op topniveau. Verzamel munten door vormen te benoemen en zelf vormen te maken. Zodra je genoeg munten hebt, kun je mythische monsters vrijspelen! Pas ieder spel naar eigen wens aan en kies welke tijd, aspect, diathese en modus je wilt oefenen. Ook kun je met of zonder accenten spelen. Het niveau van het spel groeit mee met je eigen vaardigheid. Onze dank gaat uit naar de Classical Association of Middle, West, and South (CAMWS Faculty-Undergraduate Collaborative Reseach Grant), de Loeb Classical Library Foundation (LCLF Fellowship), en de Universiteit van Winnipeg, voor hun onmisbare steun. Hoi Polloi Logoi is gebaseerd op de ‘Hoplite Challenge Cup’, een (niet-digitaal) spel dat ontworpen is door dr. Hardy Hansen en dr. Gerald Quinn ten behoeve van het Griekse onderricht aan de City University of New York (CUNY). We zijn dr. Hansen dankbaar voor zijn aanmoediging en advies in de beginfase van ons project.

App

Pauline Ripat, Christina Vester

25 oktober 2023

Oudheid | De Oudheid in games

Corine Gerritsen (Universiteit Leiden) neemt ons in deze aflevering mee naar de digitale Oudheid, ofwel: naar de manier waarop de Oudheid in videogames in beeld wordt gebracht. Hoe doe je daar als wetenschapper onderzoek naar? Hoe ontwikkelt dit jonge vakgebied, in feite een nieuwe richting binnen de receptiestudies, zich? We bespreken ook enkele games en kijken naar het onderzoek van Corine naar de manier waarop 'Barbaren' worden neergezet in games over de Romeinse tijd. De transcriptie van deze aflevering vind je hier: https://eppingproductions.files.wordpress.com/2023/10/ts_de-oudheid-in-games.pdf Dit is de twaalfde episode van de podcastreeks 'Oudheid'.

Audio

Timo Epping, Corine Gerritsen

8 april 2026

Teamcanvas

Dit digispel is een interactief leermiddel dat docenten ondersteunt bij het ontwikkelen van Digitale geletterdheid en het kritisch inzetten van digitalisering binnen het docententeam. Door middel van spelelementen en dialoog worden deelnemers gestimuleerd om als team in gesprek te gaan over de digitale vaardigheden die ze bezitten, en de gaten qua digitale kennis bloot te leggen. Het spel bevordert coöperatief leren/werken.

Document

Zuyd Hogeschool

29 mei 2020

Homburg - Website Virtuelle Mikroskopie

An extensive digital histology website with hundreds of high-quality virtual histological sections from various German universities, covering the entire human histology. The virtual slides work directly in the browser. The site does not state which University has created the site, probably this is the Anatomisches Institut Homburg (Universität des Saarlandes). NOTE: NO LICENSE IS STATED. SO YOU SHOULD ASSUME THE DEFAULT THAT THE MATERIALS ARE COPYRIGHTED. THE MATERIALS CAN BE OPENLY ACCESSED AND YOU MAY LINK TO THEM, BUT YOU MAY NOT COPY OR DISTRIBUTE ITEMS (E.G. IN TEACHING) WITHOUT PERMISSION OF THE OWNERS.

Website

Anatomical departments of several German Universities