Vital Brains App The exploratory Practice-Based Research (PWO) project has yielded valuable insights into the potential of the Vital Brains App. The objective of this project is to assist the field by delivering a finalized product, enabling individuals to swiftly access specialized support. MJP Blended HV COVID-19 has demonstrated that utilizing digital communication tools, whether alone or in combination with face-to-face interactions, can greatly enhance the experiences of citizens, clients, and patients in their interactions with service providers, helpers, and healthcare profs HA in beleid Due to the increasing aging population and the associated societal challenges, focusing on healthy and active aging is gaining importance. Local governments can play a crucial role in this by implementing an age-friendly policy. REMOTE COACHING In this project, we are exploring the possibility of developing a virtual movement platform where movements are felt 'real' in real-time. There is a high dropout rate when individuals are asked to follow an exercise program alone or remotely after an initial start with a coach. 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 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. 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. Pagination First page Previous page 1 2 3 Next page Last page Filter Expertisedomein Onderwijs (7) Productontwerp, Digital Design & Arts (6) Gezondheid & Zorg (5) Tech & IT (4) Mens & Samenleving (2) Media & Communicatie (2) Architectuur, Energie & Bouw (0) Business & Ondernemen (0) Sport, Toerisme & Recreatie (0) Kernwoorden ar/vr/xr (4) digital applications (3) didactiek (3) transmediale formats (2) storytelling (1) coaching (1) co-creatie (1) ai (1) 5g (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