Ga naar de startpagina
Zoek leermateriaalKennis & expertiseCommunities
NL|EN
Privacy policy
Creative CommonsCreative Commons AttributionSURFFunded by the European Union

Filteren

Zoekresultaten (213)

…

HBO/WO

MBO

11 september 2026

London VR Experience

London verkennen via een 360 afbeelding met uitleg en vragen. Lesmateriaal wat op een device en via een headset bekeken kan worden.

Virtual Reality

Maaike Kleiterp

24 maart 2026

Download Unity Project via GitHub Desktop

Learning Goals: Understand how to access and clone a Unity project repository using GitHub Desktop Learn how to choose an appropriate local storage path for your project Recognize potential issues with syncing services like OneDrive or Dropbox when working with Git repositories Key Takeaways: Use GitHub Desktop’s Clone Repository feature to download your Unity project Always select a local folder that is not managed by cloud syncing services to avoid conflicts Your repository name will be unique to your GitHub account and project Further Exploration: Search for “GitHub Desktop clone repository tutorial” Search for “Best practices for Git with Unity projects” Search for “Avoiding OneDrive and Dropbox conflicts with Git” More about downloading files from GitHub: Downloading Files from GitHub - GitHub DocsLinks to an external site.

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 maart 2026

Beyond Google Scholar

Students often struggle to find relevant literature for their thesis projects. The main aim of this tutorial is two-fold, namely to teach students (1) how to find relevant literature using various databases and search strategies and (2) how to critically reflect on the role of digital databases and Generative AI tools in their search process. The package includes a lecturer’s manual and two versions of the same tutorial: one with steps in Excel and one without. The tutorial can be delivered as an in-class workshop (2–3 hours) or assigned as a take-home assignment. The databases and tools used in this tutorial include Zotero, Google Scholar, Project MUSE, JSTOR, ChatGPT, and Excel. The tutorial can be used in any higher education classroom and is particularly suitable for courses that prepare students for writing a BA or MA thesis.

Document

Jasmijn van Gorp

12 februari 2026

Stappenplan + toelichting Taalbewuste Leeruitkomsten (NL en Engels)

Een stappenplan waar je meteen mee aan de slag kunt bij het beschrijven van taalbewuste leeruitkomsten en uitgangspunten voor het ontwerpen van het bijbehorende onderwijs voor een opleiding. Inclusief voorbeelden ter illustratie en tips voor de vervolgstappen: het toepassen van Taalbewust onderwijs als ontwerpprincipe.

Document

Annemarie Borst

1 januari 2026

Virtual sea-going marine science fieldwork with VirtualShip

Marine science relies heavily on fieldwork at and in the ocean for data collection. Consequently, marine science students need training in sea-going fieldwork. However, such training is expensive, logistically demanding, and environmentally burdensome because research vessels emit substantial amounts of CO₂. To provide students with an opportunity to experience the realities of working at sea, we developed a platform for virtual oceanic fieldwork: the VirtualShip Classroom, which provides Python code, exercises, and 360 videos as virtual reality (VR) covering different aspects of fieldwork such as expedition planning, sampling, and data analysis. Whenever possible, students work with authentic tools and realistic datasets, such as the Marine Facilities Planning platform for designing research expeditions. Basic programming skills are advantageous, particularly when students analyze self-collected data. Students formulate their own research question in a region of the global ocean of their choice. They then investigate this question with a virtual research vessel operated through the bespoke VirtualShip software. Instruments currently implemented for deployment or onboard use are ADCP, CTD, XBT, Argo floats, surface drifters, and underway temperature and salinity sensors. This collection of teaching materials is accompanied by a suggested workflow, which outlines a series of classes on virtual ocean research.

Document

Emma Daniels, Erik van Sebille, Jamie Atkins

1 januari 2026

Instructions to sail your VirtualShip!

This guide will help you get started on running your VirtualShip expedition.

Document

Emma Daniels, Jamie Atkins, Erik van Sebille

1 januari 2026

Research proposal for a VirtualShip expedition

Filling in this proposal helps students prepare for their VirtualShip expedition and gives teachers an opportunity to provide feedback.

Document

Emma Daniels, Jamie Atkins, Erik van Sebille

1 januari 2026

Code of conduct for your VirtualShip group

This code of conduct can be used in VirtualShip to make students think about collaboration within their group and how to distribute their grade. Note that the Code of Conduct applies to the actual collaboration within your group in the VirtualShip Assignment; so is not about how you would work on the ship.

Document

Erik van Sebille