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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.
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.
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 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.
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.
This project has produced a digital toolkit co-design, built to enhance digital literacy and influence public pedagogy and policy around consent and coercive control in gender-based technology-facilitated abuse.
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.
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.
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.
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.
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.
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.
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.
BEACONING sets a forefront in multifaceted education technologies through large-scale piloting of a digital learning platform that blend physical and digital spaces.
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.