DIPSTER 2_0 During this project, an online learning platform is being developed where educational objectives related to digital competencies can be addressed. 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. AHUMAIN The technological revolution is progressing so rapidly that we witness new applications every day. Two key innovations transforming the world around us are the Internet of Things (IoT) and Artificial Intelligence (AI). 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. NewZ Lab Media outlets in Flanders are facing challenges in capturing the interest of Gen Z in news. They seem to be losing connection with young audiences. NewZ Lab is exploring possibilities to engage this demographic. It focuses on the current media consumption habits of young people. Oasis In order to successfully adapt to the changing, increasingly fragmented media consumption habits of young people and the growing international competition, media players need to undergo a digital transformation to create innovative multimedia content across all possible platforms MimiQgame ICIL 4_0 The main focus of this project is to create general awareness within the Flemish industry and logistics sectors about the real risks related to cybersecurity. The goal is to activate this target audience to enhance their cybersecurity capacity. Filter Expertisedomein Onderwijs (4) Tech & IT (2) Productontwerp, Digital Design & Arts (2) Media & Communicatie (1) Architectuur, Energie & Bouw (0) Gezondheid & Zorg (0) Business & Ondernemen (0) Mens & Samenleving (0) Sport, Toerisme & Recreatie (0) Kernwoorden ar/vr/xr (1) ai (1) iot (1) game technology (1) motion capture (1) transmediale formats (1) Thema's digitale tools (17) onderwijs en vorming (15) cyber security (14) preventieve gezondheid (10) digital health (10) didactische innovatie (9) sociale interventies met impact (8) digital skills & mediawijsheid (8) stem/steam (8) industrie 4.0 (7) educatieve technologie (7) gezonde omgeving (7) vital cities (6) digitaal ondernemen en logistiek (6) quality of life (6) game ontwikkeling en technologie (5) (-) innovatieve leeromgevingen (5) big data and analytics (5) product design (5) welzijn in het onderwijs (5) marketing & communicatie (4) sport & coaching (4) digital storytelling and influencing (4) palliatieve zorg (3) smart grids (3) vermaatschappelijking van zorg en welzijn (3) healthy aging (3) leefbare omgeving (3) metaverse (3) innovatie (3) circulaire economie (2) gezondheidsbevordering (2) innovatieve ondersteuning in en door de gemeenschap (2) (-) gen z (2) ondernemerschap (2) logistiek 4.0 (2) duurzaamheid (2) d4e1 (2) groene transitie (2) voedingsindustrie (2) gender en gelijke kansen (2) sociale businessmodellen (1) slaaphygiëne (1) taalbeleid (1) audio (1) (-) revalidatie (1) (-) industriele security (1) sustainable industrialization (1) virtual humans (1) recyclaat (1) clil (1) selfie (1) bouwen in de toekomst (1) duurzaam ruimtegebruik (1) sterk werk (1) sdg - sustainable development goals (1) levenslang leren (1) sociaal-emotionele vaardigheden (1) Zoeken op tekst