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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.
The aim of the ViRAL project is to upskill less advantaged community groups through engagement with local cultural heritage and the use of archives.
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.
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 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 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.
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.
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.
The I-HEDU project, supported by the UK-Indonesia Disability Inclusion Partnerships Grants, is dedicated to enhancing disability-inclusive education in Indonesian higher education institutions.