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Dit paper is het eindproduct van leerarrangement 1 (Zin in Leren) van de HBO masteropleiding Leren en Innoveren. Het is een literatuurstudie naar blended learning en hoe blended learning kan bijdragen aan een beter leerresultaat van de student.
A short paper on the whats and the hows of learning technology standardization
From the article: "The educational domain is momentarily witnessing the emergence of learning analytics – a form of data analytics within educational institutes. Implementation of learning analytics tools, however, is not a trivial process. This research-in-progress focuses on the experimental implementation of a learning analytics tool in the virtual learning environment and educational processes of a case organization – a major Dutch university of applied sciences. The experiment is performed in two phases: the first phase led to insights in the dynamics associated with implementing such tool in a practical setting. The second – yet to be conducted – phase will provide insights in the use of pedagogical interventions based on learning analytics. In the first phase, several technical issues emerged, as well as the need to include more data (sources) in order to get a more complete picture of actual learning behavior. Moreover, self-selection bias is identified as a potential threat to future learning analytics endeavors when data collection and analysis requires learners to opt in."
The utilization of drones in various industries, such as agriculture, infrastructure inspection, and surveillance, has significantly increased in recent years. However, navigating low-altitude environments poses a challenge due to potential collisions with “unseen” obstacles like power lines and poles, leading to safety concerns and equipment damage. Traditional obstacle avoidance systems often struggle with detecting thin and transparent obstacles, making them ill-suited for scenarios involving power lines, which are essential yet difficult to perceive visually. Together with partners that are active in logistics and safety and security domains, this project proposal aims at conducting feasibility study on advanced obstacle detection and avoidance system for low-flying drones. To that end, the main research question is, “How can AI-enabled, robust and module invisible obstacle avoidance technology can be developed for low-flying drones? During this feasibility study, cutting-edge sensor technologies, such as LiDAR, radar, camera and advanced machine learning algorithms will be investigated to what extent they can be used be to accurately detect “Not easily seen” obstacles in real-time. The successful conclusion of this project will lead to a bigger project that aims to contribute to the advancement of drone safety and operational capabilities in low-altitude environments, opening new possibilities for applications in industries where low-flying drones and obstacle avoidance are critical.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
In the context of global efforts to increase sustainability and reduce CO2 emissions in the chemical industry, bio-based materials are receiving increasing attention as renewable alternatives to petroleum-based polymers. In this regard, Visolis has developed a bio-based platform centered around the efficient conversion of plant-derived sugars to mevalonolactone (MVL) via microbial fermentation. Subsequently, MVL is thermochemically converted to bio-monomers such as isoprene and 3-methyl-1,5-pentane diol, which are ultimately used in the production of polymer materials. Currently, the Visolis process has been optimized to use high-purity, industrial dextrose (glucose) as feedstock for their fermentation process. Dutch Sustainable Development (DSD) has developed a direct processing technology in which sugar beets are used for fermentation without first having to go through sugar extraction and refinery. The main exponent of this technology is their patented Betaprocess, in which the sugar beet is essentially exposed to heat and a mild vacuum explosion, opening the cell walls and releasing the sugar content. This Betaprocess has the potential to speed up current fermentation processes and lower feedstock-related costs. The aim of this project is to combine aforementioned technologies to enable the production of mevalonolactone using sucrose, present in crude sugar beet bray after Betaprocessing. To this end, Zuyd University of Applied Sciences (Zuyd) intends to collaborate with Visolis and DSD. Zuyd will utilize its experience in both (bio)chemical engineering and fermentation to optimize the process from sugar beet (pre)treatment to product recovery. Visolis and DSD will contribute their expertise in microbial engineering and low-cost sugar production. During this collaboration, students and professionals will work together at the Chemelot Innovation and Learning Labs (CHILL) on the Brightlands campus in Geleen. This collaboration will not only stimulate innovation and sustainable chemistry, but also provides starting professionals with valuable experience in this expanding field.