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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.
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.
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 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 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.
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.
Opening research avenues around the topic of gesture and gesturality, in order to explore their role in the emerging postdigital landscape.
An international, interdisciplinary collaboration, which will develop a virtual reality field experience (FEVR) of various geological sites in South Africa’s Eastern Cape region.
In the ACES project, we are investigating the impact of transformative education through playful approaches and experiences towards developing social resilience, targeting young people in Malaysia, Vietnam, and Indonesia.
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.
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.
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).
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 Disabilities to enter the workforce and become independent.
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.
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 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.