ERGO XR The objective is to create a Mixed Reality application that instructs students in proper and scientifically substantiated techniques for lifting and hoisting. QUINDO4 Quindo is a hub where young people in Kortrijk are provided with the tools to learn and refine cross-media skills. It's a place where, under guidance, they can produce and present content on an online platform, with streaming radio at its core. DIPSTER 2_0 During this project, an online learning platform is being developed where educational objectives related to digital competencies can be addressed. Coping with crisis This project aims to introduce 'Oral Literature for Development' (OL4D) as a new paradigm, based on the belief that culture and creativity are central to the development of all people. 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 (4) 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) social creativity (1) digital applications (1) ar/vr/xr (1) didactiek (1) mixed reality (1) Thema's cyber security (14) digitale tools (13) digital skills & mediawijsheid (8) digital health (7) industrie 4.0 (6) (-) onderwijs en vorming (6) digitaal ondernemen en logistiek (5) big data and analytics (5) educatieve technologie (4) preventieve gezondheid (4) marketing & communicatie (4) didactische innovatie (4) sport & coaching (3) gezonde omgeving (3) quality of life (3) stem/steam (2) vital cities (2) innovatieve leeromgevingen (2) product design (2) digital storytelling and influencing (2) metaverse (2) game ontwikkeling en technologie (1) circulaire economie (1) welzijn in het onderwijs (1) ondernemerschap (1) Zoeken op tekst