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. DFAM In the design.nexus research group at Ghent University, a methodology was developed during a doctoral study to simplify and make the manual assembly process more intuitive, even during the product development stage. 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. Blue Balance The Blue BALANCE project aims to create support among citizens and tourists for sustainable economic activities along the coast (including coastal protection, blue food, renewable energy, ports, and tourism). KidBeats How does listening to music affect brain development? The KidBeats project considers music as a crucial factor in children's development, although technology isn't fully prepared to bridge the gap between musicians and children. Gen Z Lab Gen Z (individuals born between 1995 and 2009) is the future – as citizens, consumers, and employees. However, Gen Z keeps their cards close to the chest. 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. PUW! In Flemish education, there is often talk of working excellently and maximizing talent, but at the same time, the least attention is paid to those who have the most potential and, as a result, they are at risk of dropping out. 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. Pagination First page Previous page 1 2 3 4 5 6 Next page Last page Filter Expertisedomein Tech & IT (58) (-) Onderwijs (32) Gezondheid & Zorg (25) (-) Productontwerp, Digital Design & Arts (21) Sport, Toerisme & Recreatie (19) Architectuur, Energie & Bouw (16) Mens & Samenleving (13) (-) Media & Communicatie (10) Business & Ondernemen (4) Kernwoorden ar/vr/xr (10) social creativity (4) didactiek (4) digital applications (3) co-creatie (3) ai (3) stem (3) storytelling (2) design thinking (2) game technology (2) podcasts (1) blockchain (1) blended learning (1) 5g (1) simulatie onderwijs (1) kunststoffen (1) 3d print (1) Thema's onderwijs en vorming (12) didactische innovatie (9) digital skills & mediawijsheid (7) stem/steam (7) educatieve technologie (6) game ontwikkeling en technologie (5) marketing & communicatie (4) digitale tools (4) innovatieve leeromgevingen (4) product design (4) welzijn in het onderwijs (4) digital storytelling and influencing (3) palliatieve zorg (2) sociale interventies met impact (2) digital health (2) circulaire economie (2) sport & coaching (2) digitaal ondernemen en logistiek (2) quality of life (2) gen z (2) metaverse (2) preventieve gezondheid (1) sociale businessmodellen (1) big data and analytics (1) gezonde omgeving (1) audio (1) ondernemerschap (1) revalidatie (1) duurzaamheid (1) d4e1 (1) innovatie (1) gender en gelijke kansen (1) Zoeken op tekst