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. Care4XR Since January 2021, SIOPA (Smart Immersive Occupational Performance Assessment) has been underway as a practice-oriented scientific research project (PWO). VR (Virtual Reality) applications are being developed for individuals with acquired brain injury and visual difficulties. 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. 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. YET The research group Vital Cities, in collaboration with the researchers from Howest's Sizing Servers Lab (MCT), will develop a mobile tool that can be used as a participation tool, research instrument, and educational tool. Urban meiden Research indicates that socially active sports practices are empowering and contribute to a positive perception of young people in disadvantaged neighborhoods. 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. 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. Pagination First page Previous page 1 2 3 4 5 6 Next page Last page Filter Expertisedomein Tech & IT (58) (-) Onderwijs (32) Gezondheid & Zorg (24) Productontwerp, Digital Design & Arts (21) (-) Sport, Toerisme & Recreatie (18) Architectuur, Energie & Bouw (16) (-) Mens & Samenleving (13) Media & Communicatie (10) Business & Ondernemen (4) Kernwoorden ar/vr/xr (7) ai (5) didactiek (4) digital applications (3) co-creatie (3) stem (3) social creativity (2) design thinking (2) blended learning (1) game technology (1) 5g (1) simulatie onderwijs (1) mixed reality (1) Thema's onderwijs en vorming (12) digitale tools (11) didactische innovatie (9) digital health (8) educatieve technologie (7) preventieve gezondheid (7) sociale interventies met impact (7) stem/steam (7) gezonde omgeving (6) vital cities (5) quality of life (5) digital skills & mediawijsheid (4) innovatieve leeromgevingen (4) welzijn in het onderwijs (4) sport & coaching (3) product design (3) palliatieve zorg (2) marketing & communicatie (2) big data and analytics (2) vermaatschappelijking van zorg en welzijn (2) healthy aging (2) innovatieve ondersteuning in en door de gemeenschap (2) duurzaamheid (2) d4e1 (2) gender en gelijke kansen (2) game ontwikkeling en technologie (1) cyber security (1) gezondheidsbevordering (1) digital storytelling and influencing (1) innovatie (1) Zoeken op tekst