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. EXERGAME Howest and Sport Flanders have developed expertise in the niche field of 'exergames' or 'interactive movement games' through the Sports Innovation Campus. Through this collaboration, we are establishing a space for research, education, and services on this theme. From Howest, our No-code (r)evolutie Developing custom software is a costly and time-consuming process. Many organizations resort to using MS Office or the Google Suite, but the world of no-code offers far more possibilities than standard office applications. Urban meiden Research indicates that socially active sports practices are empowering and contribute to a positive perception of young people in disadvantaged neighborhoods. 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. Healthy Howest The Healthy Howest project aims to develop a health policy for Howest students and staff. A policy plan is being devised to promote physical, mental, and social well-being among both staff and students. MetaTec Metagenomic analysis involves studying all the DNA present in an isolated sample, simultaneously identifying multiple microorganisms for various applications, such as pathogen detection or resistance. 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. Pagination First page Previous page 1 2 3 Filter Expertisedomein Onderwijs (11) Tech & IT (6) Mens & Samenleving (3) Architectuur, Energie & Bouw (2) Gezondheid & Zorg (2) Productontwerp, Digital Design & Arts (2) Media & Communicatie (2) Business & Ondernemen (0) Sport, Toerisme & Recreatie (0) Kernwoorden social creativity (3) storytelling (2) co-creatie (2) ai (2) stem (2) design thinking (2) podcasts (1) digital applications (1) ar/vr/xr (1) didactiek (1) mixed reality (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) vermaatschappelijking van zorg en welzijn (3) healthy aging (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) voedingsindustrie (2) gender en gelijke kansen (2) sociale businessmodellen (1) slaaphygiëne (1) audio (1) revalidatie (1) Zoeken op tekst