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. Sleepcoach 2 Studies show that good sleep enhances the vitality of both employees and organizations. In this project, a widely applicable training program is being developed for workplace wellbeing professionals. SKILL-ID In this project, efforts are made to scientifically assess social-emotional skills such as curiosity, perseverance, flexibility, and stress resilience. 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. Impact Lab The objective of this project is to establish an Impact Lab. Society is facing significant challenges that require changes and immediate actions. 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 (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) Thema's onderwijs en vorming (10) didactische innovatie (7) educatieve technologie (5) sociale interventies met impact (4) stem/steam (4) innovatieve leeromgevingen (4) digitale tools (3) welzijn in het onderwijs (3) palliatieve zorg (2) digital skills & mediawijsheid (2) gezonde omgeving (2) quality of life (2) product design (2) preventieve gezondheid (1) vital cities (1) leefbare omgeving (1) innovatieve ondersteuning in en door de gemeenschap (1) taalbeleid (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