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Co-teachers verzorgen samen onderwijs aan een groep leerlingen die aan hun zorg zijn toevertrouwd. Uit het promotieonderzoek van Dian Fluijt (docent en projectleider bij het Seminarium voor Orthopedagogiek en onderzoeker bij het Lectoraat Normative Professionalisering) blijkt dat co-teaching een effectieve wijze kan zijn om les te geven aan een hyperdiverse groep en tegelijkertijd tegemoet komt aan de behoefte aan meer handen voor de klas. Uit het onderzoek van Dian blijkt dat een klein netwerk van intensief samenwerkende leraren (co-teaching team) in staat is tot duurzame onderwijsinnovatie, waarvan zowel leerlingen als leraren kunnen profiteren. Het welbevinden van zowel leerlingen als leraren in een co-teaching groep groeit, omdat leerlingen meer aandacht krijgen en leraren hun verantwoordelijkheid kunnen delen. Leerlingen in een co-teaching groep presteren over het algemeen beter. Professionalisering op het gebied van co-teaching, gericht op het verkennen van eigen en gezamenlijke normen, waarden en overtuigingen van co-teachers, het leren om samen goed les te geven en het leren om goed samen te werken, is voorwaarde om co-teaching goed uit te kunnen voeren.
The Material Sample Management Tool is a label generator and database to support creative communities in documenting and sharing material experiments. It was designed around the idea of collaboratively building an archive of alternative design materials with an emphasis on materials that are easily renewable, reusable, (home) compostable within 90 days, locally abundant and make use of local waste streams. The open-source tool, which functions as a collaborative archive as well as label generator to help showcase material experiments, was developed to help any community of creatives (especially students) share them with peers online and offline, and showcase them the physical material wall in their shared workspaces, studios and tool shops.The “Material Sample Management Tool” was developed in 2020-2021 by AUAS computer engineering students Alec Wouda, Sam Overheul, Kostas Mylothridis, Mitchell de Vries and Jarno van der Velde, with wonderful guidance from Okechukwu Onwunli and the teaching team of the Enterprise Web Applications semester course.Entries into the material archive are produced by students in several courses at AUAS.This tool is part of a larger material archiving project funded by NWO by means of a Comenius Teaching Fellowship awarded to senior lecturer and researcher Loes Bogers. In close collaboration with Textile Lab Amsterdam at Waag, a dedicated project team consisting of design educators, researchers and partners at Waag will develop archiving tools for sharing research into sustainable design materials in higher education. The project is inspired by, and a continuation of the Material Archive developed at Waag by Cecilia Raspanti, Maria Viftrup and other (2017-2019). The project will run until January 2022.The project is further supported by the AUAS learning community on Critical Making and Research through Design: a partnership between the Amsterdam Fashion Institute and various research groups at the Amsterdam University of Applied Sciences: Fashion Research & Technology Visual Methodologies Collective Play and Civic MediaCC BY-NC-SA 4.0 (Attribution-NonCommercial-ShareAlike 4.0)
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This teaching toolkit for critical materials research is developed for educators in higher design and arts education. It comes out of a 2-year project funded by the NRO Comenius Teaching Fellowship program at the Amsterdam University of Applied Sciences. The project invited a group of design educators and/or researchers to develop ways to help bachelor students explore making practices that center ecosystems rather than human systems. With this toolkit, we share our tried and tested activities, which take bio-based design materials and their unique properties as a point of departure, and offer hands-on activities to critically engage in sustainable material research.
The consortium would like to contribute to structural reduction of post-harvest and food losses and food quality improvement in Kenyan avocado and dairy value chains via the application of technical solutions and tools as well as improved chain governance competences in those food chains. The consortium has four types of partners: 1. Universities (2 Kenyan, 4 Dutch), 2. Private sector actors in those chains, 3. Organisations supporting those chains, and 4. Associate partners which support category 1 to 3 partners through co-financing, advice and reflection. The FORQLAB project targets two areas in Kenya for both commodities, a relatively well-developed chain in the central highlands and a less-develop chain in Western-Kenya. The approach is business to business and the selected regions have great potential for uptake of successful chain innovations as outcome of research results. The results are scalable for other fresh and processed product chains via a living lab network approach. The project consists of 5 work packages (WPs): 1. Inventory , status quo and inception, 2. Applied research, 3. Dissemination of research outputs through living lab networks, 4. Translation of project output in curricula and trainings, and 5. Communication among partners and WPs. The applied research will be implemented in cooperation with all partners, whereby students of the consortium universities will conduct most of the field studies and all other partners support and interact depending on the WPs. The expected outcomes are: two knowledge exchange platforms (Living Labs) supported with hands on sustainable food waste reduction implementation plans (agenda strategy); overview and proposals for ready ICT and other tech solutions; communication and teaching materials for universities and TVETs; action perspectives; and knowledge transfer and uptake.
Society continues to place an exaggerated emphasis on women's skins, judging the value of lives lived within, by the colour and condition of these surfaces. This artistic research will explore how the skin of a painting might unpack this site of judgement, highlight its objectification, and offer women alternative visualizations of their own sense of embodiment. This speculative renovation of traditional concepts of portrayal will explore how painting, as an aesthetic body whose material skin is both its surface and its inner content (its representations) can help us imagine our portrayal in a different way, focusing, not on what we look like to others, but on how we sense, touch, and experience. How might we visualise skin from its ghostly inner side? This feminist enquiry will unfold alongside archival research on The Ten Largest (1906-07), a painting series by Swedish Modernist Hilma af Klint. Initial findings suggest the artist was mapping traditional clothing designs into a spectral, painterly idea of a body in time. Fundamental methods research, and access to newly available Af Klint archives, will expand upon these roots in maps and women’s craft practices and explore them as political acts, linked to Swedish Life Reform, and knowingly sidestepping a non-inclusive art history. Blending archival study with a contemporary practice informed by eco-feminism is an approach to artistic research that re-vivifies an historical paradigm that seems remote today, but which may offer a new understanding of the past that allows us to also re-think our present. This mutuality, and Af Klint’s rhizomatic approach to image-making, will therefore also inform the pedagogical development of a Methods Research programme, as part of this post-doc. This will extend across MA and PhD study, and be further enriched by pedagogy research at Cal-Arts, Los Angeles, and Konstfack, Stockholm.
Within the framework of the “Greening Games” project, we will develop, test and distribute flagship didactic materials addressing the interdisciplinary nature of green digital gaming. These will be tested in selected higher education programs and finally shared as open access content for the broader academic and teaching community. It is our core strategic responsibility to educate students about the relations between digital games and environment. We believe that the more aware students of today will become greener game designers, programmers, and academic leaders of tomorrow. At the centre of our partnership’s didactic philosophy are human responsibility, ethical game design and sustainable gaming culture. Societal IssueVideo games serve as technological marvels and cultural reflections. McKenzie Wark suggests they are integral to a shared culture, fostering critical thinking. Games act as arenas for cultural values and environmental awareness. Climate-aware video games, often referred to as 'green games' or 'eco-games,' raise ecological consciousness and reconnect players with nature. For example, Riders Republic, which replicates real-world terrain using satellite imagery, inspires eco-awareness. However, the environmental footprint of video games, reliant on digital electronics and resource-intensive consoles, poses challenges. Developers, manufacturers, and gaming giants must address these impacts. Benjamin Abraham emphasizes sustainable game development as a holistic solution beyond incorporating green content.Benefit to societyBy developing teaching materials on green gaming for higher education, we create the following impact. We will…- increase the awareness of this subject among Bachelor’s and Master’s students.- enhance students’ knowledge of green gaming and their ability to integrate existing solutions into their game projects.- stimulate more research interest among research staff as well as students.- facilitate the uptake of pedagogical resources on green gaming by lecturers and professors.- create a European research community around the topic.- raise the visibility of green game studies among the game industry and wider public.