EscapePZ We collaborate with palliative care specialist nurses to develop escape games that will later be made freely available in the sector. These games offer an innovative way to interact, test problem-solving abilities, and face challenges. ELNA Experiential Learning in and with Nature: Towards Sustainable Implementation in Diverse Contexts Sleepcoach 2 Studies show that good sleep enhances the vitality of both employees and organizations. In this project, a widely applicable training program is being developed for workplace wellbeing professionals. NursEduPal@IMPACT Although nurses constitute the largest group of healthcare professionals involved in providing palliative care (PC), there is still insufficient emphasis on it in basic nursing education. That's why Howest is developing the NursEduPal projects. Nurses are the primary caregivers i SKILL-ID In this project, efforts are made to scientifically assess social-emotional skills such as curiosity, perseverance, flexibility, and stress resilience. DiGaME The DiGaMe project aims to provide tailored instructions within mathematics education, customized to meet the individual needs of each student, while simultaneously increasing engagement and motivation. Tope Sterk 4 The Tope Sterk projects aim to increase opportunities for young people in vulnerable situations through student tutoring.Students from higher education act as guides to support pupils in primary or secondary education in their learning process. STEAMHIVE III Howest, through STEAMhive, plays a pivotal role in the field of STEM in leisure activities. Within STEAMhive III, Howest provides support to organisations aiming to establish extracurricular STEM activities from the Mind- and Makerspace and The Enterprise. Pagination First page Previous page 1 2 3 4 Filter Expertisedomein Tech & IT (43) (-) Onderwijs (25) Productontwerp, Digital Design & Arts (17) Architectuur, Energie & Bouw (13) (-) Gezondheid & Zorg (13) Media & Communicatie (7) Business & Ondernemen (3) Mens & Samenleving (3) Sport, Toerisme & Recreatie (1) Kernwoorden ar/vr/xr (4) coaching (2) didactiek (2) digital applications (1) motivatie (1) immersive technology (1) co-creatie (1) serious games (1) interprofessioneel werken (1) Thema's onderwijs en vorming (11) didactische innovatie (7) preventieve gezondheid (6) digital health (6) sociale interventies met impact (5) digitale tools (5) educatieve technologie (4) innovatieve leeromgevingen (4) gezonde omgeving (4) welzijn in het onderwijs (4) palliatieve zorg (3) stem/steam (3) quality of life (3) digital skills & mediawijsheid (2) gezondheidsbevordering (2) vermaatschappelijking van zorg en welzijn (2) healthy aging (2) leefbare omgeving (2) gender en gelijke kansen (2) sport & coaching (1) vital cities (1) slaaphygiëne (1) product design (1) digital storytelling and influencing (1) innovatieve ondersteuning in en door de gemeenschap (1) taalbeleid (1) duurzaamheid (1) clil (1) selfie (1) groene transitie (1) innovatie (1) sterk werk (1) sdg - sustainable development goals (1) levenslang leren (1) sociaal-emotionele vaardigheden (1) Zoeken op tekst