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HBO/WO

MBO

8 oktober 2026

VR XR In de klas

Virtual Reality (VR) biedt het onderwijs krachtige mogelijkheden om leren interactiever, meeslepender en effectiever te maken. Door middel van VR kunnen studenten zich onderdompelen in levensechte simulaties, historische omgevingen, wetenschappelijke experimenten of complexe technische processen, allemaal zonder het klaslokaal te verlaten. Deze informatieve module geeft docenten een compact overzicht van de nodige basiskennis voor het gebruik van VR in de klas, inclusief handreikingen rondom infrastructuur en didactiek.

Website

Joost de Hart

29 september 2026

XR Foundations Course

This XR Foundations course gives educators a complete set of openly licensed resources to teach Extended Reality, game development, immersive storytelling, and practical 3D content creation in Blender and Unity. All materials are released under CC BY 4.0, allowing you to use, adapt, remix, and redistribute them with attribution.

Presentatie

Shant Bayramian, Giulia Timis

25 augustus 2026

Library Essentials cursus VU Universiteitsbibliotheek

Library Essentials is een introductiecursus voor nieuwe medewerkers van de VU Universiteitsbibliotheek. De cursus biedt een laagdrempelige kennismaking met de organisatie, de verschillende afdelingen en de dienstverlening en expertise binnen de UB. De onderdelen van deze publicatie bevatten zowel inhoudelijke materialen van de cursus als begeleidende documenten die een beeld geven van de opzet van een dergelijke cursus. Ze kunnen gebruikt worden ter inspiratie voor het opzetten van een soortgelijke cursus bij andere instellingen. Deze publicatie bevat de volgende materialen: Leermateriaal eindproduct: E-module Library Essentials cursus (in ontwikkeling). Begeleidende documenten: Project Initiatie Document (PID) Library Essentials. Voorsteldocument ten behoeve van management team (MT). Draaiboek Library Essentials cursus VU. Schrijfhandleiding e-module. Script audiotour. Evaluatieformulier (in ontwikkeling).

Document

Kim Dibbets, Babette Claassen, Linde Voorend

30 juni 2026

De kracht van verbinding

Smeltend poolijs, snel slinkende biodiversiteit, hittegolven en overstromingen, nog steeds armoede en onrecht in grote delen van de wereld. Geen redden meer aan? In dit boek laten wetenschappers uit diverse disciplines samen met professionals uit de praktijk zien hoe zij werken aan een duurzame, groene en rechtvaardige wereld. Hun verhalen benadrukken de urgentie van de problemen, maar tonen vooral ook uitwegen. Ze inspireren tot nadenken en tot handelen - of je nu socioloog, bioloog, arts, historicus of jurist in spe bent. Want met jouw academische kennis en vaardigheden kun je bijdragen aan een duurzamere wereld. Wetenschapsjournalisten Paul van den Broek en Bea Ros tekenden de verhalen op. Kunsthistoricus Peter Zunneberg selecteerde bij elk verhaal kunstwerken om je ook op een andere manier uit te dagen na te denken over de wereld van nu en morgen. Hoogleraar Cultuureducatie Edwin van Meerkerk ontwikkelde bij elk hoofdstuk lessuggesties, met stof tot nadenken én doen. Een fraaie paperbackeditie van dit open accessboek is te verkrijgen via boekenbestellen.nl

Open (Access) Tekst Boek

Paul van den Broek, bea ros, Edwin van Meerkerk

9 juni 2026

Informatievaardigheden (e-learning cursus)

Met deze e-learning cursus ontwikkelen studenten een basisniveau in informatievaardigheden. De module is gericht op eerstejaars studenten die zich de basis van informatievaardigheden eigen willen maken. De module is opgedeeld in vijf stappen: oriënteren en specificeren, plannen en zoeken, kritisch beoordelen, organiseren en verwerken en publiceren en communiceren. Onderdeel van de cursus zijn een aantal APA-quizzen. In de bijlagen vind je naast de e-learning zelf ook het storyboard.

Website

Bibliotheek Hogeschool Arnhem Nijmegen

24 maart 2026

Deploy VR Project in Unity to the Meta Quest

Main concepts Unity VR Template as a preconfigured starting point for VR projects Core VR components such as XR Origin, interactables, UI, and teleportation Required VR systems: XR runtime, interaction system, and VR-ready player setup XR Plugin Management and OpenXR as the VR runtime solution Project Validation and interaction profiles for correct VR configuration Learning goals After this lesson, learners will be able to: Explain why the Unity VR Template is used as a reference project Identify key VR components in the hierarchy, such as XR Origin and interactables Describe the three core requirements for running VR in Unity Enable and configure XR Plugin Management and OpenXR Use Project Validation to detect and fix VR configuration issues Key takeaways The VR Template provides a clean, ready-to-use VR foundation Only one XR Origin should be active in a scene at any time OpenXR enables communication between Unity and the MetaQuest headset Interaction profiles are required for controller and hand tracking to work Project Validation helps ensure the project is compatible with VR and OpenXR Further exploration Search terms: Unity VR Template overview XR Plugin Management Unity OpenXR interaction profiles MetaQuest Unity XR Project Validation Next steps: Apply the same VR settings to the course project Experiment with different interaction profiles, including hand tracking Explore XR Interaction Toolkit samples and starter assets Review render mode options if visual issues occur

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

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

Adding UI Elements to your scene

Main concepts UI prefabs in VR as reusable building blocks for interaction and feedback Text and message panels with optional button input Look At and Slow Follow components to keep UI readable and user-focused in VR Hierarchy-based customization of UI content (text, headers, buttons) Button-driven flows to trigger actions such as animations and scene progression Learning goals After this lesson, learners will be able to: Locate and use VR-ready UI prefabs from the project assets Place and rotate UI panels correctly in a 3D VR scene Explain how Look At and Slow Follow scripts work and when to use them Customize UI text and button labels through the hierarchy Create a simple onboarding flow using a UI button to trigger scene actions Key takeaways UI prefabs are designed for reuse and consistency across VR experiences Proper orientation and positioning are essential for user comfort and readability Look At and Slow Follow help UI remain accessible without manual repositioning Buttons can act as control points in a step-by-step interaction flow Simple UI interactions can effectively guide users through onboarding and experiments Further exploration Search terms: Unity VR UI prefabs World-space canvas in VR XR Rig UI follow behavior Unity button events and animations Next steps: Experiment with multiple UI panels chained into a longer onboarding flow Connect buttons to other actions such as teleportation or scene transitions Test different UI distances and heights to optimize user comfort Explore accessibility considerations for VR UI design

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

Working with GitHub Desktop and Unity

Learning Goals Understand what GitHub is and how it integrates with Unity projects Navigate Unity project folders and scenes relevant to version control Perform basic GitHub operations: commit, push, fetch, and pull Recognize the benefits of making small, descriptive commits Learn how to revert changes to maintain project stability Key Takeaways GitHub helps track and manage changes in Unity projects efficiently Making frequent, small commits improves collaboration and error recovery Commit comments should be clear and descriptive for better project history Reverting commits allows you to undo mistakes without losing progress Pulling changes ensures all team members stay synchronized Further Exploration Search for “GitHub basics for Unity developers” Search for “How to use GitHub commit and push” Search for “Version control best practices in game development” Explore “Git revert vs reset” commands Read about “Collaborative workflows with GitHub and Unity”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 maart 2026

Getting Started with GitHub Desktop

Learning Goals: Understand the installation process for Git and GitHub Desktop. Learn how to create and log into a GitHub account via GitHub Desktop. Prepare to download and manage Unity projects using GitHub Desktop. Key Takeaways: Installing Git and GitHub Desktop with default settings is straightforward and recommended for beginners. Logging into GitHub Desktop requires a GitHub account, which can be created for free. Once logged in, GitHub Desktop enables easy access to download and manage Unity projects. Further Exploration: Search for “How to use GitHub Desktop for Unity projects” Search for “Git basics for beginners” Search for “Creating and managing repositories on GitHub”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin