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COPIM is an international partnership of researchers, universities, librarians, open access book publishers and infrastructure providers. It is building community-owned, open systems and
BEACONING sets a forefront in multifaceted education technologies through large-scale piloting of a digital learning platform that blend physical and digital spaces. As innovation action strategies,
Progression of Accessibility Centres in higher Education for Students with disabilities in North Africa (PACES)
Ultimately, the aim of this project is to develop socioeconomic growth by modernising Higher Education and making it more accessible to students with special needs, thereby enabling Students with
The project “Escape Racism – Toolbox to promote inclusive communities” has the main aim of building inclusive societies where young people are promoting the respect of human rights, combating racism
An international, interdisciplinary collaboration, which will develop a virtual reality field experience (FEVR) of various geological sites in South Africa’s Eastern Cape region.
Focussing on the unique architecture of Coventry and the potentiality of the moving image to redesign and enliven our built environment, as well as on our interaction with it.
Opening research avenues around the topic of gesture and gesturality, in order to explore their role in the emerging postdigital landscape.
The project has created a ‘Lanchester Interactive Archive Space’ within the Lanchester Library, following the first phase, which saw the formalisation and realisation of plans for how the space would
The aim of the ViRAL project is to upskill less advantaged community groups through engagement with local cultural heritage and the use of archives.
The idea of the CULT_Risk project comes from the fact that there is currently a huge migration taking place into Europe. People from the Middle East and Africa come to Europe for a better and easier
XRL aims to promote innovative methods and pedagogies that blend the use of Virtual Reality (VR), Augmented Reality (AR) and face-to-face collaboration to create innovative workshops, training
STEAM, Giftedness, Gifted, talented students
Digital literacy which is considered as life skill in the digital age by UNESCO’s Information for All Programme (IFAP).
The CreativeCulture project aims to expand the GameChangers programme to address educational challenges within the context of inclusive learning for learners from the rural parts of Malaysia Borneo.
The overall objective of the MUSE project is to improve access, ensure learning conditions and develop employment opportunities for HEIs’ Disabled Students in Latin American countries via modern