Bridges by Mentors The project provides internationalization in the context of home, connecting international students with citizens from diverse backgrounds. As a result, an international boost is given to individuals who may not always be inclined to meet young people from another country. REALPRINT For the manufacturing sector in the plastics industry, bridging the gap between prototypes and production is a challenge. Howest aims to provide guidance to companies in building end-product-oriented prototypes, enabling them to make better design decisions. 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 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. YET 20 "The best is YET to come" builds on the research project YET (Youth Environment & engagement Tool) that was commissioned by the Flemish Community, Department of the Environment and fitted into the grant call "Together we imagine space." R3PACK NursEduPal@Euro An international consortium collaborates on innovation in palliative care education of bachelor-degree nurses. PoST-IT In PoST-IT, three areas of expertise within Howest are innovatively connected: (1) politicizing social work, (2) evaluation and impact of social interventions, and (3) data sciences. FUTUR-US This practice-based research challenges how designers can explore new concepts related to the sustainable development of ecosystems from more-than-human perspectives. SG3 The Sport Good Governance Game (SG3) project consists of three parts: an awareness game, a workshop, and an action plan. Pagination 1 2 3 4 5 Next page Last page Filter Expertisedomein Tech & IT (43) (-) Onderwijs (25) (-) Productontwerp, Digital Design & Arts (17) Architectuur, Energie & Bouw (13) Gezondheid & Zorg (13) Media & Communicatie (7) Business & Ondernemen (3) (-) Mens & Samenleving (3) Sport, Toerisme & Recreatie (1) Kernwoorden ar/vr/xr (7) didactiek (3) digital applications (2) ai (2) game technology (2) transmediale formats (2) social creativity (1) immersive technology (1) co-creatie (1) blended learning (1) motion capture (1) 5g (1) serious games (1) agent based modelling (1) experience design (1) simulatie onderwijs (1) interprofessioneel werken (1) kunststoffen (1) 3d print (1) Thema's onderwijs en vorming (10) didactische innovatie (8) educatieve technologie (5) stem/steam (5) product design (5) sociale interventies met impact (4) game ontwikkeling en technologie (4) digitale tools (4) innovatieve leeromgevingen (4) digital skills & mediawijsheid (3) welzijn in het onderwijs (3) palliatieve zorg (2) preventieve gezondheid (2) gezonde omgeving (2) quality of life (2) metaverse (2) digital health (1) marketing & communicatie (1) circulaire economie (1) sport & coaching (1) vital cities (1) leefbare omgeving (1) digital storytelling and influencing (1) innovatieve ondersteuning in en door de gemeenschap (1) taalbeleid (1) gen z (1) audio (1) revalidatie (1) d4e1 (1) virtual humans (1) recyclaat (1) clil (1) selfie (1) groene transitie (1) bouwen in de toekomst (1) gender en gelijke kansen (1) sterk werk (1) sdg - sustainable development goals (1) levenslang leren (1) sociaal-emotionele vaardigheden (1) Zoeken op tekst