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HBO/WO

MBO

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

10 juni 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

2 oktober 2025

Come to Your Senses

Seeing, tasting, smelling, hearing, feeling. After early education, sensory skills are rarely trained directly, but most professionals naturally develop them with practice. Come to Your Senses provides direct exercises that will help sharpen your and your students’ senses so that they can utilize them in their professional and personal lives. Senses-based learning is a pedagogical methodology that focuses on exploring and developing sensory awareness and skills, and critically reflecting on their importance in education, research and professional practice. Based on the research carried out at Maastricht University between 2021 and 2024, Emilie Sitzia, Elene Kadagidze and Tânia A. Cardoso show how to use your senses in a fun, visual manner. From Cookie Explosions and Visual Journalism to Sensory Mapping, with unique exercises different experts this guide demonstrates how to implement senses-based learning in your classes or everyday life. This open textbook functions as a manual on how to implement senses-based learning within and outside academia. Come to Your Senses re-balances and reasserts the importance of sensory skills in tertiary education and professional practice through interventions in the existing curriculum in the form of designed learning units, learning resources and activities.

Open (Access) Tekst Boek

Emilie Sitzia, Elene Kadagidze, Tânia A. Cardoso

18 februari 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

10 juli 2023

SHOWCASE: CONVERSATION STARTERS

Bij de start van een nieuw project wil je graag ontdekken wat de wensen en behoeften van mensen zijn, die relevant voor jouw uitdaging. Een belangrijke peiler bij design based werken en human-centered design is empathie: dat je je kunt verplaatsen in de mensen voor wie je ontwerpt. Naast het observeren van gedrag van mensen, is het ook belangrijk om met ze te praten.

Document

Esther Bouw, Mark Jacobs

19 april 2024

Research presentation Empty Farm to Fill.

This is the handout of a research presentation 'Empty Farm to Fill', presented at the International Social Work Research Conference in Vilnius (Lithuanian). The presentation is about a design based research, carried out in co-creation with youngsters and youthworkers in Tilburg (Netherlands). What are the design principles for youth-participatory pedagogical 'vrijplaatsen' that contribute to the resilient identity development of young people? Content: Context: Raising in a liquid society, the age of Industry 4.0. What does it mean for young people? Casus: Empty Farm to Fill, a pedagogic innovation. Research question, methods and first findings Reflection: the value of pedagogical ‘vrijplaatsen’ in the age of industry 4.0.

Presentatie

Maike Kooijmans

8 mei 2018

Flipping education in research methods

Within the project 'Flipping Education in Research Methods' micro-lectures were developed based on PowerPoint presentations. In addition assignments were formulated to practise the learning outcomes. It also includes a teacher manual to adapt the course material for your own lectures. This manual contains a description for using micro lectures and assignments created in the context of the FERM project, introducing flipped classroom in the context of research methods training. Within the project 'Flipping Education in Research Methods' micro-lectures were developed based on PowerPoint presentations. In addition assignments were formulated to practise the learning outcomes. Topics: • Research question • Concepts • Theory • Research designs • Evaluating causal claims • Scale index construction and assessment • Measurement • Data collection methods • Sampling • Data analysis (descriptive) • Data analysis inference • Ethics • Applied research • Philosophy of science • Problem analysis This Open Educational Course on research methods in social sciences is developed with support of Ministry of Education, Culture and Science Netherlands. More information (in Dutch): https://www.surf.nl/resultaten-project-flipping-education-in-research-methods

Website

Henk van der Kolk

19 oktober 2021

FBR90090-1.4.3 - Critical Design Thinking 2

Future system based on circular design principles

Video

edumedia@wur.nl

10 juni 2022

From Idea to Study — Research Questions, Hypotheses, and Variables

Main Concepts The pathway: Idea → Research Question → Hypothesis → Variables → Design Hypothesis: a testable prediction Variables: elements of your study that can change or vary Independent variable: the factor that you manipulate in your study to investigate its effects Dependent variable: the outcome in your study which might be influenced by the independent variable Control variable: the factor in your study that you keep constant Causation vs. correlation and how design affects claims Learning Goals Formulate a specific research question from a broad idea Write a testable hypothesis aligned with measurable outcomes Identify independent, dependent and control variables for a study Distinguish between experimental and observational designs Key Takeaways Clarity grows step by step: idea → question → hypothesis → variables Keep the IV manageable and the DV aligned to the hypothesis Control what you can; state what you can’t Avoid causal language when the design doesn’t support it Variables become the backbone for design, development, and testing Further Exploration Search: “operationalizing constructs in behavioral research” Search: “experimental vs. quasi-experimental vs. observational” Search: “writing testable hypotheses examples” Search: “construct validity and measurement reliability”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

29 februari 2024

Computational design for (industrial) designers using Rhino Grasshopper

This interactive textbook provides an educational resource into computational design for (industrial) designers. The book focusses on the use of computational design of products/artifacts at a human scale, which might be contrasted by the architectural/build environment scale – a domain which also extensively utilizes computational design principles and tools. Throughout the book, we make use of (commercial) computer-aided-design software, namely Rhinoceros®, and specifically the (build-in) module Grasshopper®. The lessons and knowledge base offered in this book focus on topics that are specifically relevant for and/or attuned to product design (scale), which are categorized in relation to its goal (e.g. design for personalized fit/comfort/aesthetics), by its means (e.g. design for digital fabrication), or for its role in the design process (e.g. for design exploration or design simulation). The book is intended for students both at bachelor and master level. As we believe in a learning-by-doing approach, we aimed for a hands-on, easy-to-get-started set of introductory lessons, which is complemented with a knowledge base. The introductory lessons do not assume any specific prior skills or knowledge (in general or with Rhino Grasshopper) to get started. Yet, (some) experience with computer-aided design (CAD), programming, data processing, and/or mathematics will likely be helpful to really delve into the more complex topics, such as those covered in the knowledge base. The book is currently used as course material in two courses taught at Industrial Design Engineering: “Prototyping with/for Digital Fabrication” (BSc level, part of the Minor Advanced Prototyping), and “Computational design for Digital Fabrication” (MSc level, Elective). The content in this book is in part based on course materials from the above-mentioned courses, which have been been taught to and applied by students with diverse (technical) backgrounds (e.g. industrial design, mechanical engineering, computer science, and electrical engineering). Other parts of the book are inspired by student (graduation) projects and/or follow from research activities by the various contributing authors.

Open (Access) Tekst Boek

Willemijn Elkhuizen, Anne van den Dool, Jose Martinez Castro, Wolf Song, Mehmet Ozdemir, Zjenja Doubrovski, Toon Huysmans