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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.
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.
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.
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.
An international, interdisciplinary collaboration, which will develop a virtual reality field experience (FEVR) of various geological sites in South Africa’s Eastern Cape region.
Opening research avenues around the topic of gesture and gesturality, in order to explore their role in the emerging postdigital landscape.
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.
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.
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 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.
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.
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.
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.
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 aim of the ViRAL project is to upskill less advantaged community groups through engagement with local cultural heritage and the use of archives.
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.
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.
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.
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.