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A-city Teachers
Client?
Onderwijstalent, a public partnership focusing on jobs, information and training for teachers in Antwerp.
CONTEXT?
For teachers, Antwerp is an equally challenging and fascinating city to work in. Teachers in primary and secondary schools face a range of challenges such as cultural diversity (approximately 60% of children in Antwerp primary schools have a migrant background, many of them grow up in non-Dutch-speaking families), deprivation passed on from generation to generation, and so on. At the same time, this multicultural reality is an asset for Antwerp, as numerous social organisations are developing inspiring initiatives that fight poverty, promote social cohesion, etc.
GOAL?
How can we bring future teachers into contact with the multicoloured and socially challenging neighbourhoods in which they will later be active as teachers in an exciting, innovative and interactive way during their teacher training?
You will continue to work on an 'A-City Teachers' game app prototype that a team of EPS students developed over the past three years. Thanks to your creativity, your expertise in the field of social work and/or education and/or your technological know-how, this prototype will be even more interactive, dynamic and visually attractive.
The end result of your project will potentially be embedded in the curricula of the Antwerp teacher training programmes.
FOR WHOM?
Students with a heart for education, social cohesion & diversity and/or game design & development and a study background in
- ICT-Electronics and Applied Informatics
- Teacher Training
- Graphical and Digital Media
- Storytelling
- Product Development
- Social work
- Game design
- Etc
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Arts & Mindfulness in Education
Client?
Speel je wijs, a Dutch company specialised in educational innovation.
CONTEXT?
Mindfulness is slowly but surely finding its way into pre-primary and primary education. Teachers who experiment with mindfulness experience the beneficial effect that the practise has on themselves and on their students. Artistic teaching methods (making use of image, music, drama, movement and media) appear to be a good and fun way for children and young people to become familiar with mindfulness practices.
GOAL?
Together with your EPS teammates you elaborate on a mobile website (conceptualised and ‘grown’ by three former consecutive teams of EPS students) with inspiring tools and teaching methods that teachers can use to work with arts & mindfulness in their classroom and school context. A special focus last year was on children with behavioural problems: a target group that, possibly more than others, can benefit from a thorough training in mindfulness.
Your focus will be on developing an AMiE SPOC: a Specific, Personalised (instead of Private) Open Course. The SPOC will be based on the AMIE Pedagogical Framework that has been developed and will guide interested teachers step by step in the world of art-based mindfulness and teach them how they can use the AMiE resources (like the website, music) that have been created.
You will be involved in the dissemination of the results of our larger AMiE project as well: on 31st of March, you and your team members will support the organisation of the AMiE conference that will take place in Antwerp. Additionally, your help with other ideas and practical support will contribute to the dissemination of all project outputs.
This EPS project is pioneering work in European education. The results of your project will be tested in several schools in Flanders/Belgium, Norway, Ireland, Portugal, the Netherlands and hopefully also in your own country.
FOR WHOM?
Students with a heart for education, psychology, mindfulness, arts and/or digital innovation social and a study background in
- Teacher Training
- Applied Psychology
- ICT-Electronics
- Applied Informatics
- Graphical and Digital Media
- Fine Arts
- Product Development
- …
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Escape from social exclusion
Client?
Handicap International, an international non-governmental organisation known for its fight against anti-personnel mines and cluster munitions. Handicap International prevents disabilities (through training, awareness-raising campaigns, etc.), supports people with disabilities and enables them to participate fully in society.
Context?
In order to make young people between 14 and 18 years of age aware of disabilities in their many facets and the need for social inclusion, Handicap International intends to develop an innovative training module tailored to these target groups. This module will also enable young people to learn more about the specific approach of Handicap International, an organisation that was co-founder of the International Campaign against Landmines and was awarded the Nobel Peace Prize in 1997.
Goal?
Conceptualise and create – building on the result of a previous EPS team – a prototype of a digital ‘escape game’ that promotes, in an innovative and playful way, youngster’s learning on themes that are central to Handicap International's mission and vision (prevention of disabilities, support for people with disabilities, full participation in social life by people with disabilities, etc.).
As an EPS team you develop learning content that is adapted to the target groups. You develop a storyline, game scenarios and characters that appeal to the imagination of young people. The graphic design and technological conceptualisation lead to a prototype that a next generation of EPS students and Handicap International can further develop.
For whom?
Students with a heart for, and a study background in
- ICT-Electronics and/or Applied informatics
- Design (Graphical and Digital Media, Interaction design, Product design, Art): designing, prototyping, conceptual thinking, storytelling, etc.
- Teacher Training
- Occupational Therapy
- Applied Psychology
- Social Eductional Care Work
- Product Development
- Etc.
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Hello Hyperreality
Client?
Jeroen Cluckers and the ‘AI-Driven Design’ AP research team of which he is part of.
Context and goal?
"A movie that gives one sight and sound... I make it so that you are in the story, you speak to the shadows, and the shadows reply, and instead of being on a screen, the story is all about you, and you are in it. Would that be to make real a dream?"
From: Pygmalion's Spectacles, Stanley G. Weinbaum, 1935In this EPS-project, you will learn how to immerse the viewer into virtual reality (VR), using artificial intelligence as your creative partner. Can virtuality feel as real as reality? With a powerful combination of immersive storytelling, VR and artificial intelligence under the hood, you will be able to blend real and virtual worlds, on a quest for total immersion.
We need an interdisciplinary team of world builders: IT-developers, storytellers, artists, designers, 3D-modelers, marketeers, scientists, researchers, organizers and communicators.
Will you join us in hyperreality?
For whom?
Students with a heart for and a study background in
- ICT-Electronics
- Storytelling
- Arts
- Graphical and Media Design
- 3D-Modelling
- Marketing
- Engineering
- Product Development
- …
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Cleaning E-commerce - Eliminate Single Use Packaging for Good
Client?
Colaboration between KissPlanet (B2C) en Graine de Malice (B2B)
KissPlanet – Keep It Simple and Sustainable – is the online store of more than 2000 articles without disposable packaging, including more than 350 in deposit packaging.
Graine de Malice – Sustainable Belgian solutions, under life-long guarantee – is a specialised designer of truly sustainable products (backed with LCA) for daily use, fighting scheduled obsolescence.
Context?
E-commerce and less packaging or reusable packaging don’t go easily hand in hand.
KissPlanet recently developed a system of reusable packaging to eliminate packaging waste: a reusable bag with simple and user-friendly return process for online orders . This works perfectly for dry food and solid hygiene products. But that’s not enough.
Graine de Malice recently developed the FlexBox: a reusable shipping box for e-commerce. But that’s not enough.
They’re both still in search of further refinements or other solutions and want to collaborate on this important matter.
For whom?
Students with a heart for, and a study background in:
- Design (Graphical and Digital Media, Product design, Art): designing, prototyping, conceptual thinking, etc.
- Packaging (= must have)
- Communication
- Business
- Logistics
- Applied Psychology
- Product Development
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(Web)design for good - Can creative designers save the world? Yes, they can!
Client?
Ann Debeuf and the ‘Responsible Design’ AP research team of the department Media, Design & IT.
Context?
Sustainable graphic design is the way forward. Use your creativity for good!
Did it cross your mind that design might have something to do with the environment? Have you ever heard of Sustainable Graphic Design? As environmental problems become more serious, sustainable graphic design becomes more popular, at last.
And if you think digital is always less polluting than print, think again. Since digital is often overlooked in sustainability, this will be our focus.
Don’t worry, you don’t have to sacrifice sustainability for your creativity or vice versa. Sustainability is just one co-pilote in your design process, amongst other.
Goal?
Think big on how to create an eco-friendly website (or an app, animation, …) and how this works in practice. In team, you will gather clear information on what affects the final CO2-emissions of a website or any online interaction, for that matter.
Think further than technical facts as hosting, the role of equipment, the work environment, … Consider for example human behaviour or human incentives for making other choices.
Think very broad before choosing a focus.
The creative and most challenging part is how to spread the message. What is the best way to communicate your findings to other web developers, designers and future designers, companies, … Will you try your tips and tricks on your own website? Or is there a better way to promote your green findings?
The results of your project can be spread in the creative industry and can be used in design schools (all over Europe?)
For whom?
Students with a heart for and a study background in:
- IT / programming / hosting
- Applied Informatics
- Graphical and Digital Media
- Graphic & Web Design
- Product Development
- ICT-Electronics
- Communication
- Psychology (human behaviour)
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A healthy lifestyle 4 all: from virtual reality to daily practice
Client
‘Logo Antwerpen’ is a local multi-stakeholder consultation platform where health is central.
On behalf of the Flemish government, Logo Antwerpen contributes to the realization of the Flemish health objectives at local level:
- More people in motion and with a healthy weight
- Fewer smokers, drug and alcohol users
- More resilient people
- Fewer accidents in the private sphere
- More people participating in cancer population screenings
- A high-quality vaccination policy in Flanders
Context?
Despite the fact that the right to health is enshrined in the Belgian constitution and in numerous international human rights treaties, this right appears to be far from guaranteed, especially for people with a lower social status (educational level, opportunities on the labour market, income level, etc.).
One of the causes that contribute to a relatively more unhealthy lifestyle of socially disadvantaged groups is the fact that awareness campaigns are not yet sufficiently geared to these hard-to-reach target groups.
Goal?
How can immersive technologies contribute in a creative way to raising awareness about the importance of a healthy lifestyle, more specifically to raising awareness aimed at socio-economically disadvantaged groups in our society? That is the challenge for this team of EPS students who also use the technological knowledge built up in AP's Immersive Lab for this challenging objective.
For whom?
Students with a heart for and a study background in
- Health Sciences
- ICT-Electronics and/or Applied informatics
- Design (Graphical and Digital Media, Interaction design, Product design, Art): designing, prototyping, conceptual thinking, storytelling, etc.
- Social Work
- Applied Psychology
- Social Educational Care Work
- Product Development
- Etc.
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Plan Academy
Client?
The client of this project is Plan International Belgium (international website: https://plan-international.org/), Founded in 1937, Plan International is a development and humanitarian organisation that advances children’s rights and equality for girls. The non-governmental organisation strives for a just world, working together with children, young people, supporters and partners.
In 2019, Plan International was active in 77 countries. 21,6 million girls and 18,9 million boys were reached by the NGO’s work.
Context?
“Education is the most powerful weapon which you can use to change the world.” This quote from the late Nelson Mandela shows why Plan International also attaches so much importance to education.
Under the name 'Plan Academy digital', the NGO will focus on e-learning about children's rights and gender equality in the coming years. The objectives of this digital learning offer:
- Promoting knowledge through information, awareness and learning.
- Promoting empathy through, among other things, sharing experiences.
- The further development of a close Plan community consisting of Plan parents, volunteers, teachers, supporting companies and new Plan members.
Goal?
With this EPS team, you are at the start of the development of 'Plan Academy digital':
- Your team will shape the content of digital educational modules that focus on children's rights and gender equality.
- Your team will help ensure that these educational modules are pedagogically underpinned in the field of blended learning.
- You will make maximum use of your team's knowledge of graphic and digital technology to help develop the digital platform on which these educational modules will be offered.
- Together with your team, you will be able to provide strong added value to the educational objectives of Plan International.
- You will be supported by a team of experts who are all involved in 'Plan Academy international'.
For whom?
Students with a heart for, and a study background in:
- Teacher Training
- Pedagogy
- Social Work
- Social Educational Care Work
- ICT-Electronics
- Graphical and Digital Media
- Product Design and Product Development
- Marketing and Business Development
- Etc.
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Connection Works
Client?
GATAM is a non-profit organization that focuses on a diversity of target groups who, for various reasons (low level of education, limited knowledge of the Dutch language, poverty-related problems, etc;) experience a very great distance from the labour market.
The baseline of GATAM is 'Connection works' (‘Verbinding werkt’ in Dutch, see GATAM’s logo). The organization connects people with each other and with the labour market, it also connects citizens and communities in the city of Antwerp. Because, the future of this city is up to and for all of us. Work is an important factor in this because it promotes integration and prevents (imminent) poverty.
Context?
For several years now, the city of Antwerp has been characterized as a majority-minority city, with a very high degree of diversity among its population.
Antwerp has a high number of inhabitants with a migration background: a sociological reality that leads, among other things, to a much higher percentage of disadvantaged groups (including many low-skilled job seekers) compared to the situation in Flanders, as well as to new metropolitan forms of social vulnerability.
Boosting the employment rate of the city's high percentage of low-skilled residents is a key policy priority of the local, regional and national authorities.
Goal?
How can innovative technologies such as mobile applications contribute to bridging the gap between socio-economic deprived groups and the labour market in the city of Antwerp? How can people with a large gap to the labour market be supported and remain motivated once they have found a job?
These are the project challenges of an EPS student team that will have to link insights into socio-economic deprivation and the psychology of socially vulnerable population groups with innovative technological solutions.
For whom?
- ICT-Electronics and Applied Informatics
- Social Work
- Graphical and Digital Media
- Applied Psychology
- Storytelling
- Product Development
- Game Design
- Etc.
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Recap - Projects 2022
Eager to take a quick peek at the process and results of the 2022 projects? Below you can find some of the project recap movies. Those will certainly provide you a clear and brief insight into each project!
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Recap - Projects 2021
Eager to take a quick peek at the process and results of the 2021 projects? Below you can find some of the project recap movies. Those will certainly provide you a clear and brief insight into each project!
- Project recap: Plan Academy
- Project recap: Arts & mindfulness in education
- Project recap: A-City Teachers
- Project recap: Escape from social exclusion
- Project recap: It's international fika time
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Recap - Projects 2019
Eager to take a quick peek at the process and results of the 2019 projects? Below you can find the research posters of every project group. Those will certainly provide you a clear and brief insight into each project!
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Recap - Projects 2018
Eager to take a quick peek at the process and results of the 2018 projects? Below you can find the research posters of every project group. Those will certainly provide you a clear and brief insight into each project!
- Research poster project 1 - Kids in Space
- Research poster project 2: Mobile Learning Game for Antwerp's Port Center
- Research poster project 3: On Discovery in the World of Immersive Storytelling
- Research Poster project 4: Safeguarding Children and Young People in Residential Care and Foster Care
- Research Poster project 5: International Business Corridor
- Research Poster project 6: Every Voice & Vote Counts – An Innovative Megaphone for Socially Vulnerable Groups in Times of Elections