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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

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

1 oktober 2024

Pressure Cooker Design Thinking

What – This pressure cooker is an introduction to design and design thinking. This pressure cooker can be used to quickly familiarize a group of people with what the characteristics of a design process are and have them experience one iteration of a design process. For whom – The format can be used (and adjusted) for a team of teachers that are not yet familiar with design thinking, as well as a group of students (all levels; any group size). Why – Guided training in integration of design thinking in a research project. How long – Approximately 2-2,5 hours in class and two 15 minutes pre- and post-class assignments Made by Nina Bohm On behalf of IDO

Presentatie

Programma Interdisciplinair Onderwijs

2021

Action Verbs for Boundary Crossing Learning Outcomes

This document provides you with action verbs that can be used in the formulation of your learning outcomes to make them BC-inclusive. The action verbs are organized as per the boundary crossing learning mechanisms. In case your students formulate their own learning outcomes for your course, this document might also be helpful for students as well.

Document

Carla Oonk, Judith Gulikers

21 oktober 2026

Chapter 2 Building the support ecosystem for Open Education

After reading this chapter, you will be able to: Identify the key support structures, funding, infrastructure, and expertise your library and wider institution require to develop and sustain Open Education. Analyse your own knowledge and skills gaps in Open Education and identify areas for further professional development. Select appropriate resources and professional development opportunities to strengthen your Open Education knowledge and skills. Assess the quality, accessibility, and inclusivity of OER, applying principles of Universal Design for Learning (UDL). Identify and apply strategies to raise awareness of Open Education and promote its adoption among teaching staff and other relevant stakeholders within your institution.

Open (Access) Tekst Boek

Marta Bustillo, Sylvia Moes

16 februari 2023

Participatory design of human rights training

A manual with a concrete teaching programme for HBO teachers to teach students to design, implement and evaluate a human rights training or activity. The manual is Equitas' English manual Evaluating Human Rights Training Activities. The Candade human rights organisation that since 1967 has been sharing open source educational materials to give human rights concrete content in practice . The backbone of the manual are five design steps with many examples to concretely turn human rights into a learning activity.

Document

peter dijkstra

1 juli 2025

Educational resources for Object Based Teaching and Learning

This collection consists of several educational resources pertaining to teaching with objects. These resources aim to support you in getting started with the numerous ways that objects can be implemented in education and to inspire you in creating your own version of these lesson plans. Every publication below includes documents with instructions and (a link to) the specific object that is used in the lesson plan. Some of the educational resources are linked to a digitized clay tablet. If this is the case, the publication of that resource will include a link to that digitized clay tablet. Moreover, the links & downloads underneath present you with a guide that presents several practical methods of Object Based Teaching and Learning (OBTL) linked to the learning objectives to which they cater. The guide includes numerous links to articles and case studies. In addition, you’ll find some information pages on OBTL as a didactical theory and its implementation at the VU.

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Linde Voorend, Kim Dibbets, Michèle Meijer, Aidan Houtkamp, Sofia Zampedri

29 februari 2024

Computational design for (industrial) designers using Rhino Grasshopper

This interactive textbook provides an educational resource into computational design for (industrial) designers. The book focusses on the use of computational design of products/artifacts at a human scale, which might be contrasted by the architectural/build environment scale – a domain which also extensively utilizes computational design principles and tools. Throughout the book, we make use of (commercial) computer-aided-design software, namely Rhinoceros®, and specifically the (build-in) module Grasshopper®. The lessons and knowledge base offered in this book focus on topics that are specifically relevant for and/or attuned to product design (scale), which are categorized in relation to its goal (e.g. design for personalized fit/comfort/aesthetics), by its means (e.g. design for digital fabrication), or for its role in the design process (e.g. for design exploration or design simulation). The book is intended for students both at bachelor and master level. As we believe in a learning-by-doing approach, we aimed for a hands-on, easy-to-get-started set of introductory lessons, which is complemented with a knowledge base. The introductory lessons do not assume any specific prior skills or knowledge (in general or with Rhino Grasshopper) to get started. Yet, (some) experience with computer-aided design (CAD), programming, data processing, and/or mathematics will likely be helpful to really delve into the more complex topics, such as those covered in the knowledge base. The book is currently used as course material in two courses taught at Industrial Design Engineering: “Prototyping with/for Digital Fabrication” (BSc level, part of the Minor Advanced Prototyping), and “Computational design for Digital Fabrication” (MSc level, Elective). The content in this book is in part based on course materials from the above-mentioned courses, which have been been taught to and applied by students with diverse (technical) backgrounds (e.g. industrial design, mechanical engineering, computer science, and electrical engineering). Other parts of the book are inspired by student (graduation) projects and/or follow from research activities by the various contributing authors.

Open (Access) Tekst Boek

Willemijn Elkhuizen, Anne van den Dool, Jose Martinez Castro, Wolf Song, Mehmet Ozdemir, Zjenja Doubrovski, Toon Huysmans

10 augustus 2023

INPRO International Online Learning

Students and coach(es) get to know each other as well as the participating health professions. They work on how each profession contributes to the well-being of persons. They use the Bio-Psycho-Social-Spiritual Model and ICF framework to prepare for a simulated encounter and decision-making. They present the case and decisions to another group and continuously reflect on feedback and guiding questions.

Document

Ursula Hemetek, Claudia Zimmel, Sandra Jorna-Lakke, Alexandra Kolm, Anu Myllyharju-Puikkonen, Jaana Ritsilä, Christian Freisleben-Teutscher, Claudia de Weerdt, Anita Kidritsch, Ingrid Aerts

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