EduMac-XR In this project, the prototype of the VR training (developed in the PWO SPRINT EDU XR) is optimized and expanded. This VR training is aimed at secondary school students (vocational orientation) learning to operate complex woodworking machines. 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. iBM-Metaverse4SME The success of online shopping, coupled with the recent impact of COVID, is putting pressure on Flemish retail and the retail sector. This has direct consequences for store owners, who must reorganize themselves as pickup points for online shoppers or even close their stores. KKGK Taalcoach Creating equal opportunities for vulnerable groups is a top priority for Flemish education policy. Quality preschool and primary education that can overcome barriers is essential in this regard. NewZ Lab Media outlets in Flanders are facing challenges in capturing the interest of Gen Z in news. They seem to be losing connection with young audiences. NewZ Lab is exploring possibilities to engage this demographic. It focuses on the current media consumption habits of young people. Lerend Netwerk XR It is well-known that the use of XR leads to better student outcomes and that the technology can better support the learning process. Thanks to XR, students can safely practice situations that would otherwise be difficult or impossible due to financial or safety reasons. TEENIE TINY HOUSES From conversations with partners in the construction sector, it became evident that there is untapped potential for integrating STEM into the construction industry. SDGENERATION Schools are increasingly engaging in sustainable initiatives. To showcase these efforts and provide schools with guidance in navigating the multitude of sustainability aspects, the North-South department of Bruges aims to support them through the SDGeneration platform. SD GUERILLARTS A group of young people aged 14 and above will collaborate on spotlighting the Sustainable Development Goals (SDGs) through an artistic-technological intervention in their city/town. A program will be established in collaboration with local youth organizations. XR in de realiteit Many schools have the ambition to implement Virtual Reality (VR), Augmented Reality (AR), or overarching eXtended Reality (XR) in their offerings. Especially for students for whom skill training is a core task, XR applications can add value. Pagination First page Previous page 1 2 3 4 5 Next page Last page Filter Expertisedomein Tech & IT (43) (-) Onderwijs (23) Productontwerp, Digital Design & Arts (17) (-) Architectuur, Energie & Bouw (11) Gezondheid & Zorg (11) Mens & Samenleving (9) (-) Media & Communicatie (7) Business & Ondernemen (3) Sport, Toerisme & Recreatie (1) Kernwoorden ar/vr/xr (5) energie (4) social creativity (3) co-creatie (3) ai (3) storytelling (2) didactiek (2) stem (2) design thinking (2) podcasts (1) blockchain (1) coaching (1) wms - warehouse management system (1) werkplekleren (1) tms - transport management systeem (1) serious games (1) interprofessioneel werken (1) Thema's onderwijs en vorming (11) didactische innovatie (7) stem/steam (6) digital skills & mediawijsheid (5) educatieve technologie (4) innovatieve leeromgevingen (4) digitale tools (3) smart grids (3) welzijn in het onderwijs (3) palliatieve zorg (2) sociale interventies met impact (2) marketing & communicatie (2) digital storytelling and influencing (2) groene transitie (2) voedingsindustrie (2) industrie 4.0 (1) vital cities (1) digitaal ondernemen en logistiek (1) gezonde omgeving (1) quality of life (1) product design (1) taalbeleid (1) gen z (1) sustainable industrialization (1) clil (1) selfie (1) gender en gelijke kansen (1) sterk werk (1) sdg - sustainable development goals (1) levenslang leren (1) Zoeken op tekst