Promised PROMISED is an innovative research project that helps secondary school teachers address the development of scientific, digital, green and linguistic competencies in a second language in an inclusive and integrated way. STEAMhive II Within STEAMhive II, Howest provides support to organizations that organize extracurricular STEM activities through Mind-and-Makerspace (MAM) and Industrial Design Center (IDC). The project team aims to inspire and facilitate through various activities. 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. 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. 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. EDHUBCO Formative assessment and feedback (assessment for learning) is increasingly seen as a means to shape effective, differentiated teaching (Tomlinson, 2014 in Van den Branden, Ko et al., 2013). In practice, despite the available data and the many possibilities to process it, we see POWERITUP From the Level-Up project, a follow-up initiative has been established, aimed at professionalizing teachers of the 3rd grade in secondary education focusing on the labor market and double finality, enabling them to enhance digital competencies and data literacy of their students. I-READ IN VET Reading comprehension is a crucial skill for students. The primary objective of this project is to enhance the reading proficiency and enjoyment of students in vocational-oriented programs. To encourage them to read more, the Close Reading methodology will be employed. 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. Pagination 1 2 Next page Last page Filter Expertisedomein (-) Onderwijs (10) (-) Architectuur, Energie & Bouw (2) Productontwerp, Digital Design & Arts (2) Tech & IT (1) Mens & Samenleving (1) Media & Communicatie (1) Gezondheid & Zorg (0) Business & Ondernemen (0) Sport, Toerisme & Recreatie (0) Kernwoorden co-creatie (3) social creativity (2) ar/vr/xr (2) didactiek (2) stem (2) design thinking (2) Thema's onderwijs en vorming (10) (-) didactische innovatie (7) (-) stem/steam (5) educatieve technologie (4) innovatieve leeromgevingen (4) sociale interventies met impact (3) digitale tools (3) smart grids (3) welzijn in het onderwijs (3) palliatieve zorg (2) preventieve gezondheid (2) digital skills & mediawijsheid (2) vital cities (2) groene transitie (2) voedingsindustrie (2) industrie 4.0 (1) gezonde omgeving (1) quality of life (1) product design (1) taalbeleid (1) sustainable industrialization (1) clil (1) selfie (1) gender en gelijke kansen (1) sterk werk (1) sdg - sustainable development goals (1) levenslang leren (1) sociaal-emotionele vaardigheden (1) Zoeken op tekst