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Zoekresultaten (9)

HBO/WO

MBO

28 januari 2025

Maintaining Classroom Management

In this report, the design of a blueprint for learning classroom management is presented. This program will be designed for pre-service lower secondary school teachers in the Netherlands (age group 11 to 16-year-old students; 2e graads in Dutch). These teachers are completing a bachelor’s degree in a specific subject area and take a six-month minor in which they receive pedagogical and didactical training to be prepared for teaching in secondary schools. This minor is accompanied by an internship in which the pre-service teachers put their skills into practice.Although the minor allots extensive attention to classroom management, teachers often struggle to manage both class and content. This is understandable as, although classroom management can be learned with the right amount of practice and support, mastery of classroom management skills takes around four years on average takes. To guide pre-service teachers well on their way towards mastering classroom management, a rigorous and evidence-based approach to teaching classroom management to pre-service teachers is needed. An evidence-based approach should allow for a productive and enjoyable learning process for pre-service teachers. One well-studied approach is found in the Four Component Instructional Design (4C/ID) model which offers an evidence-based approach to teaching complex skills. This paper adapts the 4C/ID model and applies it to the skill of classroom management for pre-service teachers in the Netherlands.

Document

Athanasios Stoidis, Milan Gomes, Sofia Souloglou, Fatemeh Zarei, V.E. Morssink-Santing, Jolien Mouw

1 december 2022

Education of the Future

De UU ontwikkelt samen met de TU/e en WUR een synchrone en interdisciplinaire cursus over Sustainability Challenges (duurzaamheidsuitdagingen). Deze cursus bestaat uit wekelijkse online werkcolleges, een groepsproject en een digitaal examen. De werkcolleges zijn interactief en maken gebruik van de feedbackfaciliteiten van de Virtual Classroom, inclusief groepsfeedbacksessies en feedback van docenten en studenten via polls en chatfuncties. In het project wordt onderzocht hoe een online-cursus de intensiteit van interactie en feedback van een face-to-face cursus kan benaderen. Daarom wordt de online-cursus vergeleken met de bestaande face-to-face cursus. Het project analyseert onder meer de mogelijkheden voor interactie en feedback, de leeropbrengst en de tevredenheid van de docent en de student hierover. Omdat de cursus een sterk interdisciplinair karakter heeft, is een belangrijk thema hoe studenten uit verschillende achtergronden en -disciplines kunnen communiceren en samenwerken. De doelgroep bestaat allereerst uit studenten van de UU, TU/e en WUR, en in een latere fase staat de cursus ook open voor andere studenten. Het projectteam ontwikkelt een brede bachelorcursus over duurzaamheid. De doelgroep is daarmee erg groot. De huidige capaciteit is beperkt tot 36 studenten. Die kan in de toekomst worden uitgebreid, zowel door uitbreiding van het aantal schermen in de Virtual Classroom als door de ontwikkeling van een hybride klaslokaal. Het project levert de volgende resultaten op: Een interdisciplinaire online-cursus over duurzaamheid, waarbij gebruik wordt gemaakt van de Virtual Classroom van het UU Teaching & Learning Lab, inclusief verbeterde mogelijkheden voor interactie en feedback. De cursus wordt twee keer voor maximaal 36 studenten gegeven. Een in de praktijk getest protocol voor interuniversitaire samenwerking met de nadruk op thematisch, interdisciplinair leren en een focus op interactie en feedback. Een training voor universitaire docenten en pedagogisch personeel ontwikkeld ter ondersteuning van het ontwerp van succesvolle (interdisciplinaire) synchrone online-cursussen. De focus zal liggen op het gebruik van de Virtual Classroom en tools voor verbeterde interactie en feedback voor online-cursussen.

Document

Frans van Dam, Julia Kasch, Karin Rebel

1 januari 2026

Virtual sea-going marine science fieldwork with VirtualShip

Marine science relies heavily on fieldwork at and in the ocean for data collection. Consequently, marine science students need training in sea-going fieldwork. However, such training is expensive, logistically demanding, and environmentally burdensome because research vessels emit substantial amounts of CO₂. To provide students with an opportunity to experience the realities of working at sea, we developed a platform for virtual oceanic fieldwork: the VirtualShip Classroom, which provides Python code, exercises, and 360 videos as virtual reality (VR) covering different aspects of fieldwork such as expedition planning, sampling, and data analysis. Whenever possible, students work with authentic tools and realistic datasets, such as the Marine Facilities Planning platform for designing research expeditions. Basic programming skills are advantageous, particularly when students analyze self-collected data. Students formulate their own research question in a region of the global ocean of their choice. They then investigate this question with a virtual research vessel operated through the bespoke VirtualShip software. Instruments currently implemented for deployment or onboard use are ADCP, CTD, XBT, Argo floats, surface drifters, and underway temperature and salinity sensors. This collection of teaching materials is accompanied by a suggested workflow, which outlines a series of classes on virtual ocean research.

Document

Emma Daniels, Erik van Sebille, Jamie Atkins

1 januari 2025

Information for cruise participants

This document gives information for participant of a (virtual) oceanographic expedition, for example when doing the VirtualShip Classroom.

Document

Emma Daniels, Erik van Sebille

20 februari 2024

How to market products in 2020 and beyond?

Welcome to the SBE Podcast: The place where we share interesting stories of interesting people. In this second episode, our host Louis Morgner welcomes Assistant Professor Dr. Tim Hilken to talk about the current status of technologies like Augmented and Virtual Reality (AR and VR) in marketing, how they can be further developed to better address consumer needs and how these technologies could even be used in the classroom. 00:00 Introduction 01:20 Early days of Tim's career 04:03 What are AR and VR? 09:06 Evolution of AR and VR 16:39 AR and VR: where are we today and what can we expect in the future? 53:33 Three tips for future marketeers Interested in the topics discussed during the episode? Augmented research initiative: https://www.augmented-research.com/ Hilken, T., de Ruyter, K., Chylinski, M., Mahr, D., & Keeling, D. I. (2017). Augmenting the eye of the beholder: exploring the strategic potential of augmented reality to enhance online service experiences:https://link.springer.com/article/10.1007/s11747-017-0541-x

Audio

Tim Hilken

23 april 2024

Navigating the Landscape of Blended Higher Education

In recent years, blended teaching formats have become increasingly important in higher education. Designing effective blended education is challenging and requires a profound knowledge of digital tools and technologies, as well as the didactical proficiency to deploy them effectively and efficiently within the learning environment. However, little is known about didactical design principles to support teachers in creating an effective blended design. This chapter reports on the combined results of two independently conducted extensive literature reviews that investigated (a) didactical strategies, methods, and techniques concerning online education in the existing empirical research on higher education, and (b) the effects of different blended teaching formats, compared to face-to-face education, on learning outcomes and/or psychosocial outcomes in higher education students. It was found that blended education can enhance student achievement and psychosocial well-being, yet that the instructional approach plays a crucial role. Combining the insights of both studies has subsequently led to a series of evidence-informed recommendations to design effective blended education with a view to the broad development of students. Readers will be provided with practical guidance on how to implement these design principles in educational practice.

WoWebsite

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4 februari 2020

Assemblagetaken met Light Guide System en AR : Infobundel

In deze bundel krijg je meer uitleg over het inzetten van een Light Guide System (LGS) in het buitengewoon onderwijs om assemblagetaken tot een goed einde te brengen. Men gaat in op de pluspunten van dit systeem en wat het voor de leerling en leerkracht kan betekenen. Ook reguliere scholen kunnen dit systeem inzetten om assemblagetaken m.b.v. technologie uit te voeren.

MboWebsite

Auteur onbekend

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

17 december 2024

VR systeembekisting: Didactische fiche

In de praktijk ontbreken scholen vaak een volledige set om een systeembekisting te plaatsen en zo de doelstelling te behalen. Via een VR-app kunnen de leerlingen een volledige systeembekisting bouwen en zo het ontbrekende materiaal in de praktijk alsnog leren kennen.Dit leermiddel bevat een: een didactische fiche met een uitgebreid stappenplan en aanpak om zelf deze applicatie in de les te gebruiken; een quickview-fiche waarin de belangrijkste informatie wordt opgelijst in een korte, overzichtelijke A4.

MboWebsite

Sven Lampole