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3Vrijdag 12 mei wordt voor het eerst het Fontys XR Event gehouden. Een kans voor docenten en studenten om kennis te maken en te delen over de toepassingen in het onderwijs van deze virtuele toolbox. XR staat voor Extended Reality. En die bestaat uit de technologieën Virtual reality (VR) en Augmented Reality (AR) en Mixed Reality. De eerste kent iedereen wel via de VR-brillen waarbij je je afgesloten van de buitenwereld in een virtuele wereld begeeft. Bij AR zie je de echte wereld maar is er iets aan toegevoegd. Denk bijvoorbeeld aan Pokemon Go of, dichter bij huis, de AR waarbij je de nieuwbouw van Fontys op campus Rachelsmolen via je smartphone al kunt zien.
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Workshop on how to eans to measure experiences and observe experiences and real behaviour during the XR experience itself.
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Extended Reality (XR) technologies—including virtual reality (VR), augmented reality (AR), and mixed reality (MR)—offer transformative opportunities for education by enabling immersive and interactive learning experiences. In this study, we employed a mixed-methods approach that combined systematic desk research with an expert member check to evaluate existing pedagogical frameworks for XR integration. We analyzed several established models (e.g., TPACK, TIM, SAMR, CAMIL, and DigCompEdu) to assess their strengths and limitations in addressing the unique competencies required for XRsupported teaching. Our results indicate that, while these models offer valuable insights into technology integration, they often fall short in specifying XR-specific competencies. Consequently, we extended the DigCompEdu framework by identifying and refining concrete building blocks for teacher professionalization in XR. The conclusions drawn from this research underscore the necessity for targeted professional development that equips educators with the practical skills needed to effectively implement XR in diverse educational settings, thereby providing actionable strategies for fostering digital innovation in teaching and learning.
MULTIFILE
Presented as part of the National XR Day, this contribution aims to involve academia in exploring how XR technologies can foster social connectedness in increasingly individualized digital environments.
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Acquired brain injury (ABI) is a leading cause of disability in adults worldwide, resulting in physical and cognitive challenges. Rehabilitation is often prescribed depending on the symptoms and severity of the injury. Technologies like robotics, wearables, and extended reality (XR) have been explored to aid in rehabilitation. Both patients and therapists recognize the potential of XR, raising the question of how it can be effectively used for ABI rehabilitation. To address this, a scoping review was conducted, focusing on the adoption of XR technology in ABI rehabilitation research. The review followed a structured process of searching databases (PubMed, CINAHL, Cochrane, Embase, IEEE Xplore) for articles published after 2009. Out of 6243 initial articles, 4180 were screened, leaving 75 relevant studies. Most research focused on virtual reality (70 studies), with fewer on augmented reality (5), and none on mixed reality. The most used devices were the HTC Vive and Oculus Rift, with XR technologies typically appearing in research around three years after their commercial release. The findings suggest that new XR technologies are adopted quickly in ABI rehabilitation research, often within a year. A surge in publications since 2016 indicates growing experience in developing XR applications. Movement tracking is key in ABI rehabilitation, and while controllers are commonly used, contactless interaction is becoming increasingly important. AR technologies are less common but may benefit from lessons learned in VR, potentially speeding up their adoption in future ABI research.
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MOVE-XR is een virtual-reality (VR) beweegspel. Je zet een Meta Quest-brilop; daarin zitten sensoren die elke stap, sprong of buiging van je lichaam direct registreren. Het spel past de oefeningen automatisch aan jouw niveau aan – vergelijkbaar met hoe een muziekstreamingdienst je favoriete nummers aanbeveelt. Die combinatie van: 1. Immersievee exergaming (bewegen in een levensechte 3D-wereld), 2. Live feedback op je prestaties (bijv. jouw aantal stappen of verbrande calorieën), en 3. Slimme gedragsprikkels (kleine beloningen of tips), bestaat nog niet in de regio Arnhem-Nijmegen. Hiermee sluiten we aan bij het zorgprincipe van de NZa: “digitaal als het kan, zelf als het kan” – oftewel technologie inzetten zodat mensen zélf meer regie hebben over hun gezondheid.
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The ZIVRA platform is a proof-of-concept digital infrastructure that enables therapists to monitor and evaluate the quality of arm- and hand exercises performed by stroke patients using XR applications from multiple providers. The platform collects, analyses, and visualizes movement data obtained through sensors (e.g., headset tracking, wearables, or external measurement systems). The platform aims to identify compensatory movements and to translate complex movement data into clear and meaningful visualizations. This is intended to support therapists in promoting correct execution of exercises, hereby reducing the risk of overuse and secondary injuries during independent training with XR applications. Furthermore, the platform seeks to enhance interoperability between XR applications from different providers and clinical systems by contributing to the exploration of future standards for movement data in rehabilitation.
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Technology-Based Simulation Learning (TBSL) is veelbelovend. Het maakt leren niet alleen leuker en veiliger, maar bereidt zorgprofessionals (in opleiding) ook beter voor op de praktijk. Daarnaast biedt TBSL kansen om het aantal leer- en werkplekken uit te breiden – iets waar nu al een tekort aan is, dat in de toekomst alleen maar zal toenemen. Ook kan het de druk op werkbegeleiders verlagen. Maar zover zijn we nog niet. Veel mensen in het mbo- en hbo-onderwijs hebben wel van XR of leertechnologie gehoord, maar kunnen er nog geen goed onderbouwd oordeel over vormen. Vaak kennen zij de voor- en nadelen niet of weten simpelweg niet waar te beginnen. Dit document is bedoeld voor hen – én voor iedereen die al ervaring heeft met TBSL en hiermee verder aan de slag wil. Gebaseerd op kwalitatief onderzoek uitgevoerd tussen april en december 2023 – in opdracht van en gesubsidieerd door de Sectortafel Zorg en Welzijn Regio Zwolle – bieden we in dit document: Een antwoord op de vraag: Hoe kan Technology-Based Simulation Learning (TBSL) stageondersteunend ingezet worden in het mbo- en hbo-zorgonderwijs en werkveld? Een tijdlijn en best practice, gebaseerd op onze eigen ervaringen met de ontwikkeling en inzet van TBSL. Een netwerkkaart waarin we de bestaande initiatieven in de (brede) regio Zwolle in kaart hebben gebracht.
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Background: Extended reality is increasingly used for rehabilitation after acquired brain injury, offering benefits including improved recovery, reduced length of hospital stay, enhanced self-efficacy, and lower cost. Despite these advantages, XR is rarely implemented in daily rehabilitation practice. Objective: Outline extended reality for acquired brain injury research, focusing on patient outcomes and experiences to inform scale-up and implementation. Methods: The Arksey and O’Malley framework and PRISMA-ScR reporting guideline were followed. Studies from 2010 to May 2022 were screened from PubMed, Embase, Cochrane, CINAHL, and IEEE. Results: Seventy-five studies met inclusion criteria: 63 on stroke patients, seven on traumatic brain injury, and five on multiple disorders. The extended reality applications focused on assessment to diagnose patient’s condition or therapy intervention, categorized into physical, cognitive, and multipurpose. Most studies used Virtual Reality. A wide range of implementation factors were identified, categorized into patient-related, professional-related, and technology and system-related factors. Conclusions: Our scoping review offers a comprehensive and multidimensional analysis of research on XR applications for acquired brain injury rehabilitation. While it reports potential and promising outcomes of these applications, larger-scale studies are necessary to substantiate the effectiveness of XR and to better understand the factors influencing its implementation in daily practice.
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