-
A New World in 100 Days: Book
As the author of this book A New World in 100 Days , Vera spent the past three years touring schools, open and closed institutions, the most diverse families and communities, asking hundreds of young people the same question: What would the …
Translated by
Tangible materialOther function -
PlugNPlay the Future: STEAM at school
How can you use technology creatively for the future? During this workshop we challenge students to prototype innovative solutions with a PlugNPlay toolbox of sensors and the online platform plugnplay.gluon.be. We hereby introduce young people to …
Translated by
Announcement -
Say it with an animal: Card game based on the Axen Rose
Do you want to discuss behavior? Do you want to use the Axenroos for this? Then this beastly original card game is for you!
The social colloquial language in a group certainly deserves our attention. Ferdinand Cuvelier's Axen Rose gives a simple …
Translated by
Tangible material -
Live! Red: Workbook on connecting communication
The Live! is based on Connecting Communication. Students learn to communicate in a conscious, respectful manner.
TARGETS
The workbook inspires students to:- make conscious choices
- take good care of themselves and friends vrienden
- feel good in their …
Translated by
Tangible material (3) -
Rotate pictures - Explobots
In Turning Pictures , the students start from the need to listen and make music. They study sound waves and take a look at the past of sound carriers and the associated music players. As a result, they learn about different transport systems, …
Translated by
Tangible material -
A stitch loose?: A playful conversation about mental health and quality of life
Loose a stitch? is a stubborn game that opens up the stigma surrounding (mental) vulnerability in a creative, constructive and positive way and increases resilience .
Targets
- Awareness and understanding about mental well-being, stigma and …
Translated by
Tangible material -
Is that WEIRD?: Board game about mental wellbeing, disability and diversity
Mental vulnerability and limitations are themes that are not easy to discuss and can be stigmatized. The stubborn board game Is that WEIRD? helps break through these barriers. Children are stimulated by the game to engage in conversation, so that …
Translated by
Tangible material (3) -
Handicap International: Educational offer
Talk about disabilities and inclusion? Easier said than done! Nevertheless, it is important that children engage in a conversation about this from an early age. Discover the educational offer for children and young people on this website.
Translated by
AnnouncementOther function -
Friend Zone: Online Escape Game
In collaboration with IBM, Child Focus and Luca, Technopolis developed a unique online escape game for classes. A new social media platform and hidden IP addresses are the subject of a digital and social ordeal that reflects the world of young …
Translated by
Announcement (8) -
321 lift off - Explobots
In 321 lift-off , the students discover through a number of challenges how it is possible to make something float and how energy can be used to make something fly. They study how different flying means of transport take off and move. Based on a …
Translated by
Tangible material -
Beats, Words & Moves: Inspiration Guide
Beats, Words & Moves works with refugees to support integration. Through musical means it stimulates change, development, stabilization or acceptance on an emotional, cognitive, social or physical level.
In the Beats, Words & Moves project, …
Translated by
Announcement -
't Zitemzo... your rights, your life: Brochure
Brochure on youth rights with testimonies, information and tips about, among other things, the right to privacy, the right to health, education, assistance and the right to your own opinion.
Translated by
Tangible material (19)