CreativeCulture 4.0

The project aims to broaden and extend the impact of experiential learning through play and gamification as a creative, emphatic and inclusive pedagogical practice in Malaysia towards Education 4.0 responding to Industry 4.0.


Escape Racism - toolbox to promote inclusive communities

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 and discrimination and acting as multipliers for their peers.


CULTRISK

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 life.


Community-led Open Publication Infrastructures for Monographs (COPIM)

COPIM is an international partnership of researchers, universities, librarians, open access book publishers and infrastructure providers. It is building community-owned, open systems and infrastructures to enable open access book publishing to flourish.


FEVR: the virtual reality field experience

An international, interdisciplinary collaboration, which will develop a virtual reality field experience (FEVR) of various geological sites in South Africa’s Eastern Cape region.


On Gesture

Opening research avenues around the topic of gesture and gesturality, in order to explore their role in the emerging postdigital landscape.


Performing AI

Young people will be most affected by artificial intelligence (AI) and automation, according to UNICEF (2018). They therefore require knowledge and agency regarding Al systems.


Data Literacy for Citizenship (DaLI)

The pervasive presence of data in the daily lives of European citizens underscores the necessity of acquiring the skills to adeptly navigate this emerging data-centric society.


Frugal Artist-in-Residence Programme for Playful and Co-Creative Community Engagement in Environmental Awareness and Impact (FAiR)

FAiR will promote environmental awareness and practice in coastal fishing communities in Malaysia, utilising community-centred playful art-based approaches to embed scientific research in environmental conservation.


GameChangers

GameChangers is both an open game design course and community, co-created by the Disruptive Media Learning Lab of Coventry University together with staff and students interested in exploring the opportunities of creating games as a medium for both expression and learning.


Breakthrough interview extended reality training towards reducing the autism employment gap (BRIDGING)

The BRIDGING project is a three-year project using extended reality training with autistic employees and employers to support entry and retainment within the workplace and reduce the autism employment gap.


Developing Educators' Competencies in Utilising Generative AI in Teaching and Learning through a Serious Game in Vietnam (GameAid)

GameAid aims to support educators in Vietnam to develop awareness, experience, and understanding of Generative AI (GenAI) in Education through designing, prototyping, and evaluating a serious game.


Preventing digital gender-based violence in the UK and Spain: Cross-cultural collaboration through widening education and literacy

Digital forms of gender-based violence reflect wider socio-cultural and structural inequities, and the use of technology in gender-based violence is growing in Europe and internationally.


Edigilit (Improving digital literacy of tertiary students)

Digital literacy which is considered as life skill in the digital age by UNESCO’s Information for All Programme (IFAP).


ViRAL - Virtual Reality Archive Learning

The aim of the ViRAL project is to upskill less advantaged community groups through engagement with local cultural heritage and the use of archives.


Xtended Reality Leadership for Xtraordinary Leaders

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 programmes and self-assessment for future leaders.


Concrete Cinema: Everyday Brutalism

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.


Virtual Inclusive Cultural Entrepreneurs (VICE)

The Virtual Inclusive Cultural Entrepreneurs (VICE) project has 5 partners from 4 countries: UK, Sweden, Austria, and Croatia. Each bringing complementary skills and expertise in the fields of adult education, teacher training, post-digital cultures, archives, museums, and cutting-edge learning technology.


Postdigital Intimacies and the Networked Public Private

The network looks to create new knowledge on intimacy in a postdigital context. It understands intimacy in the broadest sense. Where most accounts of intimacy focus on sexual or kinship relationships, the network looks to widen this, thinking about intimacy as a relational concept, or series of relationalities.