Good practices of educational innovation with IT

Professional Development

Good practices of educational innovation with IT

If lecturers start to innovate their education, seeing how your colleagues have gone about this, can be beneficial. That is why we are collecting good practices of educational innovation with IT in the zone Professional Development. Lecturers explain how they use IT and how their education benefits from it. They also show who they have received help and support from, because innovating your education with IT, is teamwork.

Good practices

Educational innovation with IT

Iwan Wopereis of the Professional development zone explains what makes a good example of educational innovation with IT.

Blended stuying with Collaborate (Dutch)
The Hague University of Applied Sciences

Blended studying at skin therapy

In a new version of the part-time study programme Skin therapy, lecturers have opted for a blended approach with the use of online tools. In this way they want to motivate and engage students despite the limited contact hours. The lecturers were supported in the development of this approach by the Blended Learning Desk in The Hague.

Open University

Serious gaming at BA Psychology

In the first phase of their study programme, lecturers offer their students a serious game, called “The internship”. By playing the game, students gain experience with different work practices of the psychologist. The game has been developed by a multidisciplinary team, with the lecturer as a content specialist, an IT developer, an educational expert (researcher), and an interaction designer.

Serious game 'The internship' (Dutch)
Virtual reality (Dutch)
Avans University of Applied Sciences

Virtual Reality in laboratory teaching

Virtual Reality is used in laboratory and environmental science programmes to let students practice with unique practical situations, such as a crime scene. In this way they experience practical situations they would otherwise not come across as a student. Unique about this, is that the VR environments were created by Technical Computer Science students, under the guidance of lecturers and ICTO support staff.

University of Twente

360° Peer feedback

In 360-degree peer feedback students receive feedback at several moments, and from various perspectives. In this case that is during their work they do on a larger real-life assignment offered by business partners. Students have an active role in their own learning process as they co-create their own assessment criteria and actively ask for feedback. They gain peer feedback, complete self-assessments, receive teacher feedback, and feedback from business partners. The feedback from these different perspectives are bundled and used to improve their final assignment.

360° Peer feedback
The CEPHEI project
University of Twente

The CEPHEI project

This project is aiming to develop an innovation-based e-learning platform for industrial innovation. This project is unique in the fact that the course content is a combination of education-determined curricula and the needs of the business community. In addition, the project will establish ties with the Dutch business community and research the learning needs of professionals. Finally, flipped-classroom open standards will be developed and made available to the community.