-
Moving water on tour
The Moving Water on Tour installation aims to draw attention to water, climate and environmental issues on all continents. The artistic and educational installation consists of 96 works of art on white plastic trays. The works of art are ambivalent. …
Translated by
Tangible material -
Got your back: Class game about racism and bystander attitudes
How do you react when you experience something racist? How can you best assist a target? What makes you not respond or respond to racist incidents and statements? How can young people respond safely when they witness racist incidents and …
Translated by
Tangible material -
Drinks case with sugar play
The drinks case consists of a script and the sugar game. The purpose of
the game is to increase the knowledge and skills to become more aware
choosing healthy drinks. The students check how much sugar is in the drinks.Translated by
Tangible material -
Festivities and rituals: Cluedo
In this Cluedo, no one has been murdered this time, but celebrations and rituals in different philosophies are discussed.
The assignment is simple: the students must collect as many tips as possible to find out which party they have been invited to. …
Translated by
Tangible material -
The cyber safe
In De Cybersafe, the search for Renée, sixth grade students follow an imaginary path through the cyber world. Along the way, they are confronted with various thematic issues related to safe internet use. The game is a race against time. The …
Translated by
Tangible material -
GETTING YOURSELF WAY in Care and Health: Educational game
The aim of the game is to familiarize young people with the healthcare and welfare landscape.
The game is built around fifteen characters with various requests for help in the field of health and well-being. The players try to help the characters by …
Translated by
Tangible material -
Musing boxes
The musing boxes and the accompanying teaching package were developed between 2020 and 2022 as part of the supra-local culture project Digging Deeper in the Memory . This was a collaboration between Erfgoedcel Brugge and Erfgoedcel TERF with the …
Translated by
Tangible material -
Common sense, how is the fork on the handle?: Board game
As part of the Stem & Vork project, ILVO developed a board game in collaboration with Odisee Hogeschool and Luca School of Arts.
The aim of the game is to let young people between the ages of 12 and 99 experience what the business life of a farmer …
Translated by
Tangible material -
Crazy about myself: The mental health game
Talking helps! Unfortunately, the threshold for starting a conversation about mental health is often very high.
Crazy about myself is a card game released by author and documentary maker Alwin Ritstier, who is best known for his YouTube channel …
Translated by
Tangible material -
Playing against bullying
Preventing bullying at school does not have to be a boring affair in which students are simply given an explanation of why bullying is bad. If you approach it in a fun and interactive way, you will get everyone involved in your story.
De Aanstokerij …
Translated by
Tangible material (5) -
Boosted: Board game that helps children turn performance anxiety, worrying and obsessions into pick-me-up
Do your students have all kinds of compulsive and worrying thoughts? With Opgekikkerd children learn to change fearful thoughts about school, friends, sports, obsessions, ... into pick-me-up. When you practice with this game to think calmly and …
Translated by
Tangible material -
Who helps the frog: Cooperative game that stimulates cognitive and social-emotional skills
Who helps the frog? is a wonderful cooperative game for children aged 4-8 years that makes them much wiser both cognitively and socially-emotionally. The cards are in two languages. Dutch on one side, French on the other.
TARGETS
Preschoolers and …Translated by
Tangible material