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Selected Practice

Four projects, four different rooms, one habit: make learning visible.

Each case begins with a concrete learning problem, shows the design response, and ends with evidence of what participants could do, make, or carry forward.

Case 01

APU Pre-FD Workshop Series

A sequenced introduction to university teaching for graduate students preparing for future instructional, facilitation, or academic roles.

Context
Graduate students bring deep subject knowledge but may have had little opportunity to make teaching decisions explicit or test them with peers.
Design response
Short research-informed inputs, guided worksheets, peer review, facilitation rehearsal, and exit-ticket reflection organised around a real class idea.
Participant artifact
A one-page class outline and one aligned learning activity with outcomes, instructions, timing, and support for participation.

Case 02

Intercultural Communication as Lived Practice

Michal Mazur with a diverse class of students at APU.
A classroom made for reflection · APU

A course design that treats intercultural communication as reflective practice grounded in the everyday experience of a diverse university classroom.

Context
In multilingual classes, fluent communication is not the same as shared interpretation. Students need ways to examine assumptions, power, context, and uncertainty.
Design response
Critical incidents, structured dialogue, student experience, diverse voices, reflective writing, and careful facilitation that makes disagreement usable for learning.
Learning evidence
The design became the basis of a peer-reviewed 2023 study following 22 students through 15 weekly classes and tracing changes in openness, empathy, interpretation, and adaptation.

Case 03

Video Games in Society

Michal Mazur beside a visual plan for a video games course.
Course planning, made visible · Hokkaido

A media pedagogy course that combines critical game analysis with authentic public-facing and industry-adjacent communication tasks.

Context
Students know games as players, but need analytical language and credible formats for examining design, representation, identity, industry, and social meaning.
Design response
Students could submit work in their preferred language because I assessed the quality of the thinking, not their English. Study guides, on-demand recordings, multimedia examples, games journalism, and a game-concept pitch made the course accessible without lowering its intellectual demands.
Student output
Selected student reviews reached PSX Extreme, giving the assignment a real readership. The course also received a 4.58/5 overall student-survey score.

Case 04

Ritsumeikan Space Management Program

Cover of the International Project Management Program materials with space-themed graphics.
International Project Management Program · 2025

A two-day international intensive in which Ritsumeikan University and APU students approached space-sector challenges as technical, organisational, and human problems.

Context
Mixed teams had to work across language confidence, institutional culture, disciplinary knowledge, and different expectations of leadership.
My role
Across the 2025 and 2026 editions, I facilitated work on communication styles, leadership observation, feedback, presentation practice, and international project collaboration.
Result
Students had a shared language for noticing team dynamics and a structured way to turn different perspectives into a coherent project proposal.

Collaboration

These examples can become workshops, talks, courses, or collaborative projects.

See workshop formats