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HBO/WO

MBO

March 19, 2026

Testing

Main Concepts Technical / engineering testing: Checking whether the system or VR build works correctly, meets requirements, and behaves consistently. Research / participant testing: Testing with participants to verify that the experiment supports the hypothesis and produces valid data. Debugging: Systematically identifying, isolating, and fixing the cause of a technical problem. Learning Goals Distinguish between the two types of testing. Apply a simple technical testing protocol to a project. Systematically identify, document, and fix software or VR errors. Use the Testing Worksheet to maintain traceability and collaboration. Recognize testing as essential quality assurance for both research and development. Key Takeaways Technical testing validates the build before research testing validates the hypothesis. Debugging is guided observation — not random trial and error. Documenting your tests ensures accountability and repeatability. Continuous testing builds confidence and prevents surprises during research trials. A clear testing workflow saves time and makes collaboration smoother. Further Exploration Search for “Unity debugging and testing workflow.” Search for “How to create software testing protocols.” Search for “Difference between pilot study and technical testing.” Search for “Best practice bug tracking templates.”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

March 19, 2026

Project Management - Balancing Planning, Coordination and Flexibility

Main Concepts Project management (in research): Planning, coordinating, and controlling a finite research project to ensure objectives are delivered on time. Agile: An iterative and flexible approach that delivers work in small cycles and adapts to feedback. Waterfall: A linear, sequential approach where each phase is completed before the next begins. The hybrid approach used at the BMS lab: A balanced method that combines Agile flexibility with Waterfall’s clear timeline and milestones. Kanban: A visual system where tickets move through stages (e.g., Design, Development, Testing, Done) to track progress. MoSCoW: A prioritization method that classifies tasks as Must-have, Should-have, Could-have, or Won’t-have. Constraints: Practical limitations such as time, budget, people, or equipment that shape what is possible. Learning Goals Define project management in a research and innovation context. Differentiate between Agile and Waterfall methods and their limitations. Apply a balanced project management strategy suited for time-bound research. Learn to use Kanban boards and MoSCoW prioritization effectively. Build a structured plan that aligns time, resources, and objectives. Key Takeaways Research projects benefit from a hybrid model — flexible like Agile but structured like Waterfall. A clear timeline, defined roles, and prioritization reduce stress and confusion. MoSCoW helps focus resources on what truly matters. Kanban visualizes progress and reveals bottlenecks early. Successful project management is about balance, communication, and adaptability. Further Exploration Search for “Agile vs Waterfall project management comparison.” Search for “Kanban board for research project tracking.” Search for “MoSCoW prioritization examples in academic projects.” Search for “hybrid project management methods in innovation research.”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

March 19, 2026

The Project Intersection

Main Concepts Project Intersection: The balanced overlap between user stories (what/why), requirements (how), and constraints (when/who/with what). Points of tension: Conflicts or misalignments between design ideas, technical requirements, and project limitations. Balance / "the sweet spot" of the project intersection: The state where research goals, technical implementation, and project limits are aligned and feasible. Trade-offs: Deliberate decisions to prioritize one aspect (e.g., time, creativity, precision) while accepting limits in another. Learning Goals Understand the visual and conceptual model of the Project Intersection. Recognize points of tension between design, development and project management. Use communication and planning strategies to find a balance between over- and under-specifying Reflect on trade-offs between different perspectives. Key Takeaways The sweet spot of a project lies where user stories, requirements, and management factors meet. Over-specifying or under-specifying leads to misinterpretation and lost value. Early conversations between designers, researchers, and developers prevent imbalance. Trade-offs are normal; documenting and discussing them keeps projects transparent. A balanced intersection ensures the project is not just built — but built with purpose. Further Exploration Search for “Venn diagram project management balance” Search for “how to connect user stories and requirements” Search for “MoSCoW prioritization examples in research projects” Search for “design constraints and trade-offs in innovation”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

March 1, 2026

Extreme Overtuigingen (E-learning)

Deze e-learningmodule vormt een inleiding in het kennisdomein van Extreme Overtuigingen. De afgelopen decennia is er steeds meer aandacht voor onderwerpen als extremisme, radicalisering en fundamentalisme in de volle breedte en diepte. Het gaat daarbij om geloofssystemen, overtuigingen, sentimenten en gedragingen en acties (individueel of in groepsverband) die op verschillende manieren een reëel gevaar vormen voor een gezonde democratie of individuen daarbinnen. Er zijn in de loop van de jaren verschillende modellen ontwikkeld om fundamentalisme en extremisme beter te begrijpen, maar veel van deze modellen verklaren nog onvoldoende waarom sommige mensen zich tot extreme groepen of overtuigingen aangetrokken voelen en zich hierbij aansluiten. Deze e-learningmodule is met name bedoeld om te worden gebruikt binnen opleidingen zoals Social Work, Toegepaste Psychologie, HBO-Bestuurskunde, HBO-Rechten, SJD en andere opleidingen met profiel maatschappij en recht.

Website

Wilma Kannegieter, Joe Jaspers

February 18, 2026

XR Prototype: Learning tools to create a research Prototype

Welcome to the course! Main Concepts The four pillars of innovation projects: research, design, development and project management Challenge-Based Learning: a student-centered approach to learning in which students choose a specific real-world problem to tackle using expertise from multiple disciplines Prototype: a first functional version of a device or program Unity: a wide-used development engine that can be used for 3D environment design Course Learning Goals Deliver a functional prototype aligned with your own research question Apply strategies to help you manage time, priorities, and collaboration effectively Understand how to balance your project scope, resources, and expectations Validate both the technical build and the research logic of your project.

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

February 2, 2026

HBO verpleegkunde

Ziet u uitsluitend dit lesmateriaal dan is nog geen lesmateriaal geupload dat voldoet aan de specifieke zoekopdracht. Er wordt gewerkt aan het vergroten van de collectie. Metadata: Klinisch redeneren - Uitvoeren van zorg - Indiceren van zorg - Zelfmanagement versterken - Persoonsgerichte communicatie - Inzet ICT - Professionele relatie - Gezamenlijke besluitvorming - Multidisciplinair samenwerken - Continuïteit van zorg - Onderzoekend vermogen - Inzet EBP - Deskundigheidsbevordering - Professionele reflectie - Morele sensitiviteit - Preventiegericht analyseren - Gezond gedrag bevorderen - Verpleegkundig leiderschap - Coördinatie van zorg - Veiligheid bevorderen - Verpleegkundig ondernemerschap - Kwaliteit van zorg leveren - Participeren in kwaliteitszorg - Professioneel gedrag . Verpleegkunde - Farmacologie - Anatomie, fysiologie en pathologie - Psychologie, psychiatrie en verstandelijke beperkingen - Gerontologie en geriatrie - Recht - Paramedische interventies – Sociologie – Communicatie - Communicatie-ICT – Ethiek – Didactiek – Organisatiekunde - Sociologie/economie

UASDocument

Lalibel Mohaupt, Verpleegkunde Hogeschool Rotterdam, Kennisnet LleG

November 1, 2025

HAN gedragsindicatoren AI-geletterdheid

In dit document beschrijven we het gewenste niveau van AI-geletterdheid van studenten met behulp van gedagsindicatoren. We koppelen de AI-gedragsindicatoren aan het HAN Studentprofiel digi- en datavaardigheid (DDV). Zodoende zijn de AI-gedragsindicatoren een verdieping op de gedragsindicatoren van het Studentprofiel DDV. Het biedt handvatten aan het onderwijs voor het integreren van AI-geletterdheid in het curriculum.

Document

Expertiseteam Digi- en Datavaardigheid

June 10, 2025

Communicating Like Your Own Technician

Main Concepts Technician: The person who analyzes and troubleshoots technical problems by gathering details and asking clarifying questions. Documentation: Clear records of actions, errors, and evidence (e.g., screenshots, notes, steps) used to explain and solve problems. Diagnostic questions: Targeted questions that help identify what happened, what was expected, and what was tried before a problem occurred. Learning Goals Recognize how poor communication slows problem-solving. Learn practical strategies to explain technical problems clearly. Practice asking and answering diagnostic questions effectively. Understand how documentation supports collaboration. Key Takeaways Everyone can “be their own technician” by learning to describe what’s happening, not just that something is wrong. Emotions can block clarity—pause, observe, and explain the situation calmly. Good communication saves time for both researchers and developers. Asking the right questions turns confusion into cooperation. Further Exploration Search for “effective communication between developers and researchers” Search for “troubleshooting techniques for non-technical users” Search for “how to report a technical issue clearly” Search for “empathy in multidisciplinary project teams”

Website

Lucia M Rabago Mayer, Jordi Weldink, Luca Frösler, Amanda Poulin

June 10, 2025

Understanding Development and Requirements

Main Concepts Development (in research): The structured, iterative process of building, testing, and refining your innovative experiment. Requirements: Specific technical conditions and tasks needed to realize a user story. Tickets: Organized units of work based on user stories that track development progress. BMS Framework: A lab framework that allows non-engineers to prototype VR research projects in Unity without coding everything from scratch. Unity: A development platform used to build and configure VR research environments. Initial states: What the participant sees or experiences at the start of the experiment. Interactions: How the participant can act on or manipulate elements in the environment. Triggers: Events that cause something else to happen in the experiment. Learning Goals Explain what “development” means in a research and innovation context. Translate ideas and user stories into concrete technical requirements. Identify and list the tools, equipment, and resources needed for your experiment. Reflect on feasibility and adjust plans through iteration. Key Takeaways Development is not only technical — it’s a creative planning process. Understanding technology empowers you to communicate better with developers. Requirements act as a bridge between design ideas and actual implementation. Agile tools help visualize, monitor, and adapt your project effectively. Clear documentation of tasks and time supports better decision-making and collaboration. Further Exploration Search for “how to write software development requirements examples” Search for “agile Kanban boards for research projects” Search for “Unity prototyping for non-developers” Search for “connecting user stories to technical requirements”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler

June 10, 2025

Designing a Research Experiment

Main Concepts Design (in research): The art or process of deciding how something will look and work by creating a plan or making models. Design thinking: A human-centered, iterative process used to solve complex problems by prioritizing the user's needs. Cross-innovation: Looking at other industries or fields for ideas to improve your experiment design. User stories: Short descriptions of what a user needs and why, written from their perspective (“As a…, I want…, so that…”). Measurements: The data collected during an experiment (e.g., time, heart rate, reactions). Outcomes: The results you expect or aim to learn from your experiment. Learning Goals Understand how design applies to research experiments Transform research questions into designed, testable experiences Apply creative design strategies, including inspiration, problem–solution approaches, and cross-industry innovation Use user stories to clearly express research requirements Integrate measurement and data goals into experiment planning Key Takeaways Design is not only about aesthetics — it’s an active planning process. Designing your experiment means defining what participants will experience and what you will measure. Inspiration can come from other fields like gaming, engineering, or education. User stories help communicate needs and goals between researchers and developers. Always connect your design choices to your research variables, hypotheses, and data collection goals. Further Exploration Search for “Agile user stories examples for research projects” Search for “Design thinking in scientific research” Search for “Cross-innovation examples in VR education” Search for “How to design experiments in virtual reality”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin