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.


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.


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.


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.


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.


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.


Europeana Space: Best practice network: spaces of possibility for the creative reuse of digital cultural content (ESpace): Open and Hybrid Publishing Pilot

Photomediations was an open source pilot project that sought to harness the image archive (with a particular focus on photography) contained in the Europeana portal in ways that put open and hybrid publishing into practice.


On Gesture

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


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.


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.


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.


Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning (BEACONING)

BEACONING sets a forefront in multifaceted education technologies through large-scale piloting of a digital learning platform that blend physical and digital spaces.


Games and Learning Alliance (GALA)

The Games and Learning Alliance (GALA) Network of Excellence was a multidisciplinary consortium of 30 partners from all over the EU. The network investigated serious games from the research, application, development, and commercial perspectives.


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.


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).


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).


Progression of Accessibility Centres in higher Education for Students with disabilities in North Africa (PACES)

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.