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