Hoe bereiden we studenten voor op een economie die niet alleen financiële waarde creëert, maar ook maatschappelijke en ecologische impact heeft? Het Centre for Economic Transformation van de Hogeschool van Amsterdam (HvA) introduceert steward-ownership - een docentenhandleiding & teaching case.Steward-ownership scheidt economische rechten (winst) van stemrechten (besluitvorming), zodat een onderneming duurzaam kan blijven opereren zonder afhankelijk te zijn van kortetermijnwinsten voor aandeelhouders. Grote bedrijven zoals Patagonia kozen recentelijk voor dit model om hun maatschappelijke missie veilig te stellen. Maar wat betekent dit in de praktijk? En welke alternatieven bestaan er voor traditionele aandeelhouderschapsmodellen?In deze teaching case maken we studenten bewust van de rol die eigenaarschap van ondernemingen speelt in de transitie naar een eerlijke en duurzame economie. We bekijken de traditionele vorm van aandeelhouderschap en ontdekken hoe steward-ownership een alternatief biedt voor winstmaximalisatie voor enkelen ten koste van welzijn en welvaart van velen. Met behoud van ruimte voor ondernemerschap.Deze teaching case biedt een toegankelijke introductie in steward-ownership en is speciaal ontwikkeld voor studenten in het economische en maatschappelijke domein. Docenten kunnen direct aan de slag met:- Een docentenhandleiding met uitleg en lesdoelen.- Een geanimeerde infographic die het concept helder uitlegt.- Zes interactieve werkvormen, waaronder groepsdiscussies, rollenspellen en een pressure cooker.- Een hoofdtekst voor studenten, aangevuld met verdiepende hoofdstukken, afgestemd op hr, sociaal ondernemerschap en juridische vraagstukken.De case past bij uiteenlopende opleidingen in het economisch en maatschappelijk domein van HBO en WO vanaf derde jaar Bachelor t/m Masterniveau. De opgedane kennis is actueel en relevant voor studenten die gaan werken in het bedrijfsleven of zelf gaan ondernemen. Zij herkennen de voor- en nadelen van klassieke vormen van eigenaarschap. Ook zijn ze zich bewust van alternatieve mogelijkheden van eigenaarschap die naadloos aansluiten bij een nieuwe economie.Met deze les bereid je studenten voor op een toekomst in de nieuwe economie, en laat je ze ervaren hoe steward-ownership een deel van de oplossing kan zijn! Je kunt de case kosteloos downloaden en morgen inzetten in je les.
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This article examines the organisation of collaborative digital methods and data projects in the context of engaged research-led teaching in the humanities. Drawing on interviews, field notes, projects and practices from across eight research groups associated with the Public Data Lab (publicdatalab.org), it provides considerations for those interested in undertaking such projects, organised around four areas: composing (1) problems and questions; (2) collectives of inquiry; (3) learning devices and infrastructures; and (4) vernacular, boundary and experimental outputs.Informed by constructivist approaches to learning and pragmatist approaches to collective inquiry, these considerations aim to support teaching and learning through digital projects which surface and reflect on the questions, problems, formats, data, methods, materials and means through which they are produced.
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The form and format of a ‘teaching case’ implies ready-to-use teaching material that can be easily integrated within a module and/or curriculum. This is why we created (and tested across three pilots and with more than 250 students) ‘Researching the city: Mapping imaginaries’ teaching case accompanied by teachers’ training materials, sensory toolkit, all accessible through an online platform, the ‘Knowledge hub’ that further showcases the works of our students, their walks through our cities and the arguments why we all have to understand and connect in meaningful ways with urban areas that are often seen as in the so-called ‘periphery’ (or further away from the city centres).
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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.