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Level Up: Magazine about healthy gaming
Our new magazine about healthy gaming is now available: Level Up! It contains 32 interactive and insightful A4 pages on healthy gaming and digital balance.
What does it include?
- explanation about the world of games: evolution, types of games, devices, …
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Digital learning paths in the soft sector in technical and vocational education: Project Innovet
Article in which you can learn more about the Innovet project Digital learning paths in the soft sector in technical and vocational education. The project focuses on digital learning paths and practice-oriented training in the soft sector. Four …
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Learning Bridge 2.0: Project InnoVET XR
It is not always easy to teach students good first aid skills. Through this project, students can get to know these skills in a safe virtual environment and practice them independently with an evaluation at the end of the journey. Ultimately, this …
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The Checkington Daily News
SMILES is a media literacy project that is all about helping young people learn how to combat fake news and disinformation. The project brings together partners in the Netherlands (Koninklijke Bibliotheek van Nederland, Nederlands Instituut voor …
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AI At School: Social robot
Dwengo's social robot is a cross-curricular STEM project for the first and second stage of secondary education. In a number of modules, students get to work designing, programming and building their own social robot.
Students think about how their …
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EDUbox Social media
What are the mechanisms behind social media? How come we are so attracted to it? And how can we be resilient to this? This EDUbox social media for the first grade of secondary education, answers these questions and a lot more.
An EDUbox is an …
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Nettiquette - Explobots
Nettiquette is a combination of the words network and etiquette. They are norms regarding behavior on the internet and everything that goes with it, such as the use of smartphone, e-mail, social media...
This document lists 31 of these standards.
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Media literacy: Learning path
The Media Literacy Learning Line summarizes which media literacy competencies an average child should develop at every age. She gives substance to the final objectives and curricula according to the framework of the Mediawijs Competency Model. A …
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SQUEEZE: A serious game about online identity
SQUEEZE is a method of JES vzw about online identity with a fixed duration of 100 minutes. In concrete terms, teenagers individually test the prototype of the new online platform Squeeze on tablets or laptops, and then reflect on their behavior …
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