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Zoekresultaten (162)

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HBO/WO

MBO

19 augustus 2026

Game Development with Students

The project Game Development with Students introduces interested educators to an innovative teaching tool with practical insights from the international relations classroom. Game development with students is a specialized form of game-based and project-based learning. It incentivizes both student creativity and in-class student-teacher co-creation and enables a particularly participative and result-oriented approach to the subject matter. The method is thematically flexible enough to travel across different fields of study and is adaptable to different levels of complexity. To enable other educators to implement this innovative teaching tool, we develop instructional materials (an educators handbook as well as educational videos), providing both general information on the experiential, game-based learning theory undergirding the method as well as practical, hands-on tips and trick on how to implement it in different educational settings. In doing so, we address the important, interconnected educational challenges of the transferability and sustainability of teacher developed tools.

Document

Saskia Ruth-Lovell, Bertjan Verbeek, Jorn Weessies

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

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

29 mei 2019

The Medieval Podcast | Learning about the Middle Ages through games with Kyle Lincoln

One of the buzzwords in education is gamification - using games to get people more engaged with what they are learning. Those studying history might be using the immersive games from Reacting to the Past, which gets students to work with primary sources and with each other. Daniele is joined by Kyle Lincoln to discuss his work with Reacting to the Past, how he is developing a game based on the Fourth Crusade. This podcast is made possible by the generous support of listeners like you! To find out how to help spread the joy of medieval history, please visit patreon.com/themedievalpodcast

Audio

Danièle Cybulskie, Kyle Lincoln

23 augustus 2023

Lecture: Semi-supervised and Unsupervised Learning

Understand the supervised and unsupervised learning methods Be able to distinguish between semi-supervised learning and self-supervised learning

Website

HCAIM Consortium

12 juni 2024

Cards Against Pedagogy

This card game is designed as a fun and interactive way of getting teaching staff to know each other while reflecting on different elements of their teaching. It is based upon the popular game, Cards Against Humanity, but this particular version can be used as an effective professional development activity because at the end of each round of the game, participants must discuss their answers to a reflection question. The reflection questions focus, for example, on their educational philosophy, their challenges, their growth as an educator or their achievements so far. This is a print and play version of this game, ideal for groups of 3 to 6 people with additional blank cards provided for you to make your own, should you wish.

Document

Donna Carroll, Damian Chmielewski

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

2023

Development and implementation of a skills learning trajectory tool

The goal of the tool is to help other teachers to develop and implement a learning trajectory related to a (WUR bachelor) skill. In this tool you will find an example of the development and implementation of a learning trajectory for intercultural competence within the bachelor program of environmental sciences. Clear steps to take and examples of how to develop a learning trajectory are given. Collaboration - Attainment level: 1,2,3 Diversity and Inclusivity - Attainment level: 1, 2, 3 Social Embeddedness - Attainment level: 1, 2, 3

Document

Marijke Veugen

31 december 2020

Invest in the Future

Invest in the Future is based on the FFDM (Flexible Forward-thinking Decision-Making) game originally designed by Antidote Games and developed with the Red Cross Red Crescent Climate Centre for the Africa Climate Change Resilience Alliance (ACCRA) for use with district planners. This game has been redesigned as an experiential learning game for young people in Southeast Asia by the enGAgeMEnt Lab at Emerson College, in collaboration with the Red Cross Red Crescent Climate Centre and PLAN International.

Document

Red Cross Red Crescent Climate Centre

1 oktober 2024

Maastricht University TutorKit

The UM TutorKit is a tool kit for tutors to use in collaborative learning settings and activities such as tutorials, group work or small seminars. It consists of several playful items for group dynamics development, feedback provision and evaluation purposes. For dissemination at Edusources, the digital version of the kit consists of 1) an icebreaker card deck with images and questions, 2) feedback dice with a focus on appreciation and conflict conversations, 3) evaluation sheets and 4) support cards with more tips and tricks regarding collaborative learning and group dynamics and information about educational design and delivery in a problem-based learning environment. Feel free to reach out to edlab-info@maastrichtuniversity.nl for more information or share your experience in using the TutorKit.

Document

Walter Jansen, Lena Gromotka, Eveline Persoon, Sueli Brodin