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. 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. YET 20 "The best is YET to come" builds on the research project YET (Youth Environment & engagement Tool) that was commissioned by the Flemish Community, Department of the Environment and fitted into the grant call "Together we imagine space." Pagination 1 2 Next page Last page Filter Expertisedomein Tech & IT (9) Gezondheid & Zorg (7) Onderwijs (5) Sport, Toerisme & Recreatie (4) Mens & Samenleving (3) Architectuur, Energie & Bouw (2) Productontwerp, Digital Design & Arts (2) Business & Ondernemen (1) Media & Communicatie (1) Kernwoorden ai (1) Thema's digitale tools (18) onderwijs en vorming (17) cyber security (14) digital health (11) preventieve gezondheid (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) product design (6) game ontwikkeling en technologie (5) (-) innovatieve leeromgevingen (5) big data and analytics (5) welzijn in het onderwijs (5) marketing & communicatie (4) (-) sport & coaching (4) digital storytelling and influencing (4) palliatieve zorg (3) metaverse (3) circulaire economie (2) (-) ondernemerschap (2) gezondheidsbevordering (1) slaaphygiëne (1) healthy aging (1) Zoeken op tekst