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.


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.


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.


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.


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.


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.


CROWD4ROADS

The CROWD4ROADS project combines trip sharing and crowd sensing initiatives to harness collective intelligence to contribute to the solution of the sustainability issues of road passenger transport, by increasing the car occupancy rate and by engaging drivers and passengers in road monitoring.


Consent, Coercive Control and Technologically-facilitated abuse: Co-building policy and digital toolkits for the elimination on digital violence against women and girls

This project has produced a digital toolkit co-design, built to enhance digital literacy and influence public pedagogy and policy around consent and coercive control in gender-based technology-facilitated abuse.


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.


CreativeCulture

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.


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.


TubeCrush Connected Intimacies

The TubeCrush as Connected Intimacies project aimed to explore the website TubeCrush, which allows people to take and share unsolicited images of attractive men on the London Underground. From this website, the project sought to study how such a practice is shaped by desire, digital culture, masculinity, and the urban space of the major financial city of London.


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.


Lanchester Interactive Archive

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 look and operate.


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.


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.


Modernity and Disability: Ensuring Quality Education for Disabled Students (MUSE)

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 inclusion practices and networking. The three Latin American countries involved in are Chile, Mexico and Argentina, with the support of institutions in EU (UK, Spain, Italy and Greece).


STARTIN Developing inclusive and innovative entrepreneurship education in Europe

The aim of START IN project is to stimulate the “social entrepreneurial mindset”, developing capacities and abilities from early ages, laying the foundations for young social entrepreneurs to transform ideas into action in different social, cultural or economic contexts.