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. 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. 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. 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. 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. 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. 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. Pagination First page Previous page 1 2 3 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 (3) didactiek (2) co-creatie (1) serious games (1) interprofessioneel werken (1) business optimalisation (1) Thema's onderwijs en vorming (10) 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) preventieve gezondheid (1) circulaire economie (1) sociale businessmodellen (1) digitaal ondernemen en logistiek (1) gezonde omgeving (1) quality of life (1) product design (1) taalbeleid (1) ondernemerschap (1) logistiek 4.0 (1) clil (1) selfie (1) groene transitie (1) innovatie (1) gender en gelijke kansen (1) sterk werk (1) sdg - sustainable development goals (1) levenslang leren (1) sociaal-emotionele vaardigheden (1) Zoeken op tekst