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.
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The European Open Platform for Prescribing Education (EurOP2 E) seeks to improve and harmonize European clinical pharmacology and therapeutics (CPT) education by facilitating international collaboration and sharing problem-based, online, open educational resources. The COVID-19 pandemic forced teachers to switch to virtual modalities, highlighting the need for high-quality online teaching materials. The goal of this study was to establish the online problem-based teaching resources needed to sustain prescribing education during the pandemic and thereafter. A nominal group technique study was conducted with prescribing teachers from 15 European countries. Results were analyzed through thematic analysis. In four meetings, 20 teachers from 15 countries proposed and ranked 35 teaching materials. According to the participants, the most necessary problem-based-online teaching materials related to three overarching themes. Related to learning outcomes for CPT, participants proposed creating prescription scenarios, including materials focusing on background knowledge and resources on personalized medicine and topical/ethical issues such as the prescription’s impact on planetary health. Second, related to teaching, they proposed online case discussions, gamification and decision support systems. Finally, in relation to faculty development, they recommend teacher courses, a repository of reusable exam questions and harmonized formularies. Future work will aim to collaboratively produce such materials.
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The Education Assembly for a Sustainable Europe (EASE) project trains teachers in teaching sustainable development by designing and evaluating pre-service and in-service teacher training courses (EASE courses). These courses equip primary school teachers and pre-service teachers with the knowledge and skills required to teach lessons addressing Education for European Sustainable Development. The EASE courses intend to support teachers to gain the necessary general science knowledge about climate change and biodiversity, teaching skills to foster students’ arguing and ability to take in different perspectives and collaboratively search for solutions. This e-book reports on examining opportunities to educate and empower teachers to implement education for sustainable development goals in the context of European Grean Deal (EGD) issues. Chapter 1 delves into the educational principles underpinning the group problem solving approach. Chapters 2 and 3 detail the development, implementation, evaluation, and improvement of courses focused on education for sustainable development goals in the context of EGD for pre-service and in-service teachers. The final chapter offers concluding insights into how teachers can be better equipped to deliver high-quality education about the EGD.
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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.