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Zoekresultaten (34)

HBO/WO

MBO

2 oktober 2026

Clinical Tools: A DIY catalogue for the creative

Instead of encouraging the purchasing of new technologies for medical training, this textbook, in the form of a catalogue, focuses on sharing examples of creative tools that already exist. This issue also offers a practical guide for how to make these tools, encouraging using local resources. Ever considered where your learning tools come from as you study or teach medicine? So many teaching materials in medicine are mass-produced, environmentally unfriendly, and reproduce the same kind of bodies. We need a drastic rethinking of our teaching tools. But rather than new inventions, what if the innovations we need are already out there? Our first issue of Clinical Tools: A DIY Catalogue for the Creative celebrates the abundance of ideas for teaching materials that already exist in medical education. Inside you will find gorgeous illustrations, clear instructions for how to make tools and insightful essays exploring the ideas behind DIY in medical education. Get your making supplies ready! This open textbook is designed for nursing, medical and other healthcare students and teachers across bachelor’s, undergraduate and postgraduate, master’s level, especially those enrolled in courses on clinical training. It is also relevant to other practitioners and learners working in healthcare contexts who continue to engage in educational activities. The textbook is intended to help students learn about and create their own teaching tools, whether they are working in obstetrics, surgery, or general medicine. The book supports learning by doing: students and teachers can read and adapt the instructions, use the included suggestions, and connect to what is available and relevant in their own healthcare contexts. It is also suitable for instructors seeking accessible, reusable teaching material that can be integrated into classroom teaching, assignments, and research-led education across healthcare education settings. In plaats van het aanschaffen van nieuwe technologieën voor medisch onderwijs aan te moedigen, richt dit studieboek, in de vorm van een catalogus, zich op het delen van voorbeelden van creatieve hulpmiddelen die al bestaan. Deze uitgave biedt daarnaast een praktische handleiding voor het maken van deze hulpmiddelen en stimuleert het gebruik van lokale middelen en materialen. Heb je je tijdens het leren of onderwijzen van geneeskunde ooit afgevraagd waar je leermiddelen vandaan komen? Veel onderwijsmaterialen in de geneeskunde worden op grote schaal geproduceerd, zijn belastend voor het milieu en tonen steeds weer dezelfde soorten lichamen. We moeten onze manier van denken over onderwijsmiddelen drastisch herzien. Maar in plaats van nieuwe uitvindingen te ontwikkelen: wat als de innovaties die we nodig hebben al bestaan? Ons eerste deel van Clinical Tools: A DIY Catalogue for the Creative viert de overvloed aan ideeën voor onderwijsmaterialen die al binnen het medisch onderwijs bestaan. In deze uitgave vind je prachtige illustraties, duidelijke instructies voor het maken van hulpmiddelen en inzichtelijke essays waarin de ideeën achter doe-het-zelf (DIY) in het medisch onderwijs worden verkend. Maak je materialen maar alvast klaar! Dit open studieboek is bedoeld voor studenten en docenten in de verpleegkunde, geneeskunde en andere zorgopleidingen, op bachelor-, undergraduate-, postgraduate- en masterniveau, en in het bijzonder voor degenen die onderwijs volgen of geven binnen opleidingen en cursussen gericht op klinische training. Het boek is ook relevant voor andere professionals en lerenden die werkzaam zijn in de zorg en zich blijven bezighouden met onderwijsactiviteiten. Het studieboek is bedoeld om studenten te helpen bij het leren over én het zelf ontwikkelen van onderwijshulpmiddelen, of zij nu werkzaam zijn binnen de verloskunde, chirurgie of algemene geneeskunde. Het boek ondersteunt leren door te doen: studenten en docenten kunnen de instructies lezen en aanpassen, gebruikmaken van de opgenomen suggesties en aansluiten bij wat beschikbaar en relevant is binnen hun eigen zorgcontext. Het is ook geschikt voor docenten die op zoek zijn naar toegankelijk en herbruikbaar onderwijsmateriaal dat kan worden geïntegreerd in klassikaal onderwijs, opdrachten en onderwijs dat gebaseerd is op onderzoek binnen verschillende zorgopleidingen en -contexten.

Open (Access) Tekst Boek

Anna Harris

21 juli 2026

Introduction to Stochastic Hydrology

Hydrologic systems are both complex and extremely heterogeneous in time and space. As hydrological models are simplified versions of reality, their predictions are by definition subject to uncertainty. The field of stochastic hydrology focuses on quantifying this uncertainty along with prediction. This book aims to present an overview of the field of stochastic hydrology at an introductory level. A wide range of topics and methods will be treated, while each topic and method is only treated at a basic level: descriptive statistics; probability and random variables; hydrological statistics and extremes; random functions; time series analysis; geostatistics; forward stochastic modeling; and state prediction and Kalman filtering. The book can be used for a 10-15-week course at third-year undergraduate or first-year graduate level.

Document

Marc F.P. Bierkens

24 maart 2026

How to toggle Between VR and Non-VR Cameras in Unity

Limitations of testing VR interactions with the simulator While the XR Device Simulator allows us to simulate a VR experience, it should not be used to test VR interactions. For instance, you can try and test interactions like grabbing and rotating different objects e.g. grab a fruit or twist a valve. If you manage to get the inputs right from the mouse and keyboard, you will notice that it is hard to operate and can even feel inaccurate at times. There is simply a major difference between mouse and keyboard input and tracking input from the VR headset and controllers. For validation of the VR interactions and user experience, it is essential to use the VR headset and controllers. On the other hand, the XR device simulator is easy to use for early (or frequent) testing and debugging. Main Concepts XR Device Simulator in Unity VR camera vs. non-VR camera usage Toggling between VR and non-VR modes for testing Learning Goals Understand how to switch between VR and non-VR cameras in Unity Learn how to use the XR Device Simulator to test VR scenes without a headset Know how to control the simulated rig using keyboard and mouse inputs Key Takeaways The XR Device Simulator allows VR scene testing without a physical headset Toggling the Device Simulator on switches Unity to non-VR camera mode Disabling the Device Simulator reverts back to the VR camera for headset use The simulator supports basic movement and interaction testing, though it can be clunky Further Exploration Search for “Unity XR Interaction Toolkit” Search for “Unity XR Device Simulator setup” Search for “Testing VR applications without headset in Unity” Explore Unity’s Input System for VR and non-VR controls

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

Configurable Features in Unity

This collection is part of the "Development Tools" module belonging to the ShareXR course from the BMS Lab, University of Twente

Document

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

24 maart 2026

Meta Quest Section

This collection is part of the "Development Tools" module belonging to the ShareXR course. It is a short video series designed to help you get familiar with the Meta Quest hardware and software and complete a first-time setup.

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

How to onboard and support an immersed user

Recommendations and guidelines for first-time VR users (research context) Explain what to expect before putting on the headset Briefly describe what the person will see and hear in VR, and reassure them that they can stop at any time. Check comfort and safety first Ensure the headset fits comfortably, the straps are not too tight, and the play space is clear of obstacles. Start with a calm, simple environment Avoid overwhelming visuals or fast movement during the first experience. Begin with a neutral or static scene. Introduce controls gradually Explain one interaction at a time, such as pointing or selecting, before introducing more complex actions. Encourage slow movements Ask the participant to move their head and body slowly to reduce the risk of discomfort or motion sickness. Maintain verbal contact throughout Stay in communication, regularly asking how they feel and offering guidance while they explore. Observe body language and reactions Watch for signs of discomfort, confusion, or anxiety, and be ready to pause or stop the experience if needed. Normalize uncertainty and mistakes Let participants know it’s normal to feel unsure or awkward during their first VR experience. Provide an easy exit option Clearly explain how to remove the headset or exit the experience if they want to stop. Debrief after the experience Ask how it felt, what was clear or unclear, and address any concerns before continuing or ending the session. These guidelines help ensure a safe, supportive, and positive first VR experience, especially in research and educational settings.

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

How the Data Logging System Works

Main Concepts: Data Log Manager as the core of the data logging system Enabling logging and debug options File naming, timestamping, file types, and delimiters Automatic creation of log folders Data collectors and their roles (continuous vs. event-driven logging) Ordering columns in CSV files Using Unity events to trigger data collection Learning Goals: Understand how to configure the Data Log Manager for logging data Learn how to organize and customize data logs, including file settings and folder structure Recognize the difference between continuous and event-driven data collection Understand how to link game events to data logging through scripts and Unity events Know when to seek developer assistance for custom data logging needs Key Takeaways: The Data Log Manager controls all aspects of data logging, including file creation and data formatting Data collectors can log data continuously or only when specific events occur Column order in CSV files can be customized using order values Unity events provide a flexible way to trigger data logging during gameplay Default settings simplify setup, but customization is possible for advanced needs Further Exploration: Search for “Unity Data Logging Best Practices” Search for “Unity Event System Tutorial” Search for “CSV File Handling in Unity” Read about “Custom Data Collectors in Unity” Explore “Runtime Folder Creation in Unity”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

19 maart 2026

ShareXR : Challenge-Based Learning with XR (BMS Lab, University of Twente)

ShareXR introduces a challenge-based learning (CBL) approach for integrating research, design, and development in engineering education through extended reality (XR). Developed at the University of Twente’s BMS Lab, the model addresses the increasing need for multidisciplinary collaboration by teaching students to speak a shared language across research, design, and technical development. Even for those without an engineering, scientific or STEM background. This course offers a hands-on, multidisciplinary learning experience where students take real research ideas and transform them into innovation projects within a complete and validated open learning XR ecosystem. With reusable multimedia course content, the course enables students to understand interdisciplinary collaboration, while each module focuses on one of the four pillars: Research, Design, Development, and Project Management — guided by principles of balance, iteration, and collaboration. By working with different tools like one-page project canvases, students will learn how to translate research ideas into structured user stories, requirements, and project management tasks, while exploring how XR tools can act as a human-centered medium for prototyping, testing, and validating ideas without requiring coding skills.

App

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler, Peter Slijkhuis, Mirjam Galetzka, Benno Pals, Jan-Willem van 't Klooster

15 december 2025

Richtlijnen voortkomend uit onderzoek naar hergebruik OER

Deze slides horen bij het onderzoek naar hergebruik open leermaterialen dat is uitgevoerd in het laatste kwartaal van 2025 in opdracht van de Contentadviesraad. Dit onderzoek is opgezet door Harry Stokhof en Roel Grol, beide werkzaam bij de HAN. Aan dit onderzoek hebben bijgedragen vanuit de CAR, Sylvia Moes, Anders Kropveld en Tineke van Maanen. De slides bevatten uitkomsten van het onderzoek op hoofdlijnen waarin ook de richtlijnen zijn benoemd.

Presentatie

Roel Grol, Harry Stokhof, Sylvia Moes, Anders Kropveld, Tineke van Maanen

31 oktober 2025

Slides behorende bij onderzoek naar hergebruik OER

Deze slides horen bij het onderzoek naar hergebruik open leermaterialen dat is uitgevoerd in het laatste kwartaal van 2025 in opdracht van de Contentadviesraad. Dit onderzoek is opgezet door Harry Stokhof en Roel Grol, beide werkzaam bij de HAN. Aan dit onderzoek hebben bijgedragen vanuit de CAR, Sylvia Moes, Anders Kropveld en Tineke van Maanen. De slides geven de opzet van vraagstelling en methode weer.

Presentatie

Roel Grol, Harry Stokhof, Sylvia Moes, Anders Kropveld, Tineke van Maanen