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).
MULTIFILE
The quality of teaching has a clear impact on student success, but how can good teaching be defined? The European QualiTePE research project, funded by the Erasmus+ programme and involving ten European countries, seeks to adress this question specifically for Physical Education (PE). The QualiTePE instrument was designed for use in teacher training and further training to enable criteria-based observation and assessment of the quality of Physical Education lessons. The instrument is designed for diverse PE teaching and learning scenarios, alongside teacher resources, facilitating the practical assessment of teaching quality in PE. The QualiTePE instrument quantifies teaching quality by assessing specific, observable teaching characteristics via questionnaire items. Each assessment is conducted by three different population groups: 1) the students 2) the PE teacher 3) an observer. The comparative analysis of the data collected from these three perspectives enables systematic and criteria‐based feedback for (prospective) teachers, identifies areas of improvement, and informs content development for PE across Europe. The QualiTePE digital web-based evaluation tool for assessing the “Quality of Teaching in Physical Education” is now available in English, German, French, Italian, Spanish, Dutch, Swedish, Slovenian, Czech and Greek.
Schön describes the way a designer engages with their materials as a “conversation”. In clothing design this typically involves tangible and situated actions such as draping, ripping, and cutting—actions that evoke responses from the fabric at hand. Dynamic fabrics—surface- changing fabrics that combine digital and physical states— are still novel fashion-design materials. When working with the digital, intangible qualities of these fabrics, how does a dialogue unfold for designers accustomed to working physically with fabrics? In this paper we examine the design process of Phem, a collection of garments that use dynamic fabrics that function similarly to augmented reality. We reflect upon the improvisations required to satisfy a productive dialogue with the digital forms of these materials. We conclude with a discussion that proposes revisiting Schön’s notion of a conversation in the context of digital forms, and use Ingold’s perspectives on making to inform this inquiry.
Under the umbrella of artistic sustenance, I question the life of materials, subjective value structures, and working conditions underlying exhibition making through three interconnected areas of inquiry: Material Life and Ecological Impact — how to avoid the accumulation of physical materials/storage after exhibitions? I aim to highlight the provenance and afterlife of exhibition materials in my practice, seeking economic and ecological alternatives to traditional practices through sustainable solutions like borrowing, reselling, and alternative storage methods that could transform exhibition material handling and thoughts on material storage and circulation. Value Systems and Economic Conditions —what do we mean when we talk about 'value' in relation to art? By examining the flow of financial value in contemporary art and addressing the subjectivity of worth in art-making and artists' livelihoods, I question traditional notions of sculptural skill while advocating for recognition of conceptual labour. The research considers how artists might be compensated for the elegance of thought rather than just material output. Text as Archive and Speculation— how can text can store, speculate, and circulate the invisible labour and layers of exhibition making? Through titles, material lists, and exhibition texts, I explore writing's potential to uncover latent structures and document invisible labor, considering text both as an archiving method and a tool for speculating about future exhibitions. Using personal practice as a case study, ‘Conditions for Raw Materials’ seeks to question notions of value in contemporary art, develop alternative economic models, and make visible the material, financial, and relational flows within exhibitions. The research will manifest through international exhibitions, a book combining poetic auto-theoretical reflection with exhibition speculation, new teaching formats, and long-term investigations. Following “sticky relations," of intimacy, economy and conditions, each exhibition serves as a case study exploring exhibition making from emotional, ecological, and economic perspectives.
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.
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.