ERGO XR The objective is to create a Mixed Reality application that instructs students in proper and scientifically substantiated techniques for lifting and hoisting. DIPSTER 2_0 During this project, an online learning platform is being developed where educational objectives related to digital competencies can be addressed. Kapitein Werkgeluk The aim of the project is to firmly embed Job Satisfaction in secondary education. Keeping teachers happy on board is the guiding principle. Because without Job Satisfaction, no one sails smoothly. XR Factor XR Factor aims to survey Flemish secondary schools with dual finality and/or labor market finality that have diverse XR expertise. To obtain a comprehensive overview, we also engage in conversations with external stakeholders involved in XR implementations in schools. EdHubAI This research explores two interconnected paths related to Artificial Intelligence (AI): interpreting results to provide better/individual guidance for students and investigating which AI applications could be beneficial for education. Filter Expertisedomein Onderwijs (10) (-) Tech & IT (4) Gezondheid & Zorg (3) Mens & Samenleving (2) Media & Communicatie (2) (-) Architectuur, Energie & Bouw (1) Sport, Toerisme & Recreatie (1) Productontwerp, Digital Design & Arts (0) Business & Ondernemen (0) Kernwoorden ai (2) digital applications (1) ar/vr/xr (1) didactiek (1) mixed reality (1) Thema's digitale tools (14) cyber security (14) industrie 4.0 (7) digital health (7) digital skills & mediawijsheid (5) (-) onderwijs en vorming (5) didactische innovatie (5) big data and analytics (5) educatieve technologie (4) preventieve gezondheid (4) digitaal ondernemen en logistiek (4) gezonde omgeving (4) quality of life (4) stem/steam (3) sport & coaching (3) vital cities (3) innovatieve leeromgevingen (3) marketing & communicatie (2) product design (2) welzijn in het onderwijs (2) metaverse (2) sociale interventies met impact (1) game ontwikkeling en technologie (1) ondernemerschap (1) Zoeken op tekst