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.


On Gesture

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


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.


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.


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.


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 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.


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.


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.


Preventing digital gender-based violence in the UK and Spain: Cross-cultural collaboration through widening education and literacy

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.


Developing Educators' Competencies in Utilising Generative AI in Teaching and Learning through a Serious Game in Vietnam (GameAid)

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.


Playful Co-Creation: Building the Indonesia Higher Education Disability Union (I-HEDU)

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.


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).


A Community-Centred Educational Model for developing Social Resilience (ACES): Playfulness towards an inclusive, safe and resilient society

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.


Postdigital Intimacies and the Networked Public Private

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.


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).