Centre for Postdigital Cultures
Dull classroom-based learning could soon be a thing of the past thanks to the Beaconing project team. They've developed a user-friendly gaming platform for teachers to integrate games into lessons and homework, regardless of their technical background. Read more in Innovate magazine.
CPC researchers are reimagining the book stand to highlight the possibilities of open access publishing during the pandemic. The ‘Virtual Book Stand’ has been developed to respond to the challenges posed by the COVID-19 pandemic, as modes of working, teaching and learning are being moved into online spaces.
CPC researchers have worked with a number of collective care, mutual aid and solidarity initiatives to support communities across the globe during, and beyond, during the COVID-19 pandemic. Read more.
CPC's Prof Sylvester Arnab has just published his new book on games science and education. Game Science in Hybrid Learning Spaces (Routledge 2020) explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts.
The Postdigital Cultures Faculty Research Centre belongs to the broader digital humanities field. Today, however, the “digital” can no longer be understood as a separate domain of culture.
The Postdigital Cultures Faculty Research Centre belongs to the broader digital humanities field. Today, however, the ‘digital’ can no longer be understood as a separate domain of culture. Today digital information processing is present in every aspect of our lives. This includes our global communication, entertainment, education, energy, banking, health, transport, manufacturing, food, and water-supply systems. Attention therefore needs to turn from the digital understood as a separate sphere, and toward the various overlapping processes and infrastructures that shape and organise the digital and that the digital helps to shape and organise in turn.