SatellietenÂmodel WH With this project, we aim to foster a culture of learning and enthusiasm for learning in the Westhoek region. Howest acts as a knowledge partner in defining a matrix with LLL formats and, together with Syntra, will shape a learning network involving businesses. 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. 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. 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. BAR Brexit The regulations related to Brexit are rapidly evolving, demanding a thorough specialization that is highly time-intensive. Through this project, we aim to assess the necessary updates required in educational programs. 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 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 (3) didactiek (2) co-creatie (1) business optimalisation (1) Thema's onderwijs en vorming (9) didactische innovatie (7) educatieve technologie (4) innovatieve leeromgevingen (4) stem/steam (3) welzijn in het onderwijs (3) palliatieve zorg (2) sociale interventies met impact (2) digital skills & mediawijsheid (2) digitale tools (2) circulaire economie (1) sociale businessmodellen (1) vital cities (1) digitaal ondernemen en logistiek (1) gezonde omgeving (1) quality of life (1) product design (1) ondernemerschap (1) logistiek 4.0 (1) innovatie (1) gender en gelijke kansen (1) Zoeken op tekst