Check out our projects,
past and present

We’re working with partner institutions and organisations around the world to positively impact global education practice through play. Learn more about our activities below.

ACES: Social Resilience through Play

ACES is investigating the impact of transformative education through playful approaches and experiences towards developing social resilience, targeting young people in Malaysia, Vietnam, and Indonesia. Aligning with the United Nation’s Sustainable Development Goal on equitable, inclusive quality education, the ACES model aims to bridge formal and informal educational contexts and spaces towards an inclusive, safe, and resilient society.

CreativeCulture 4.0

CreativeCulture is an international programme designed to explore, exploit and experiment the impact of arts, design and culture in enhancing creative thinking and development in education (primary and secondary levels) through game design and computational thinking as an approach and instrument for fostering creative problem solving and transcultural practices in Malaysia.

CULT_RISK

CULT_RISK seeks to identify cultural risks within organisations, to identify behaviours which cause these risks, and to develop methods to cope with cultural risks in order for organisations to operate as efficiently as possible. The objective of the project is to design online training for both managerial and lower-level staff, that work in multicultural organisations.

Escape Racism

CULT_RISK seeks to identify cultural risks within organisations, to identify behaviours which cause these risks, and to develop methods to cope with cultural risks in order for organisations to operate as efficiently as possible. The objective of the project is to design online training for both managerial and lower-level staff, that work in multicultural organisations.

VER: Virtual Escape Rooms

An adaptation of the ‘Escape Rooms’ methodology in online learning to facilitate active learner-led activities. The project investigates whether the adaptation of ‘Escape Rooms’ methodology in online learning could support learner-led activities towards demonstrating study skills/competencies needed to analyse, employ, synthesise, and communicate evidence.

Past Projects.

CreativeCulture

CreativeCulture is an international programme designed to explore, exploit and experiment the impact of arts, design and culture in enhancing creative thinking and development in education (primary and secondary levels) through game design and computational thinking as an approach and instrument for fostering creative problem solving and transcultural practices in Malaysia.

Beaconing: Pervasive & Gameful Learning

In conjunction with 15 partners who each bring in their own expertise and technologies, the project sought to pilot innovation in a real operational environment, aligning with the DMLL’s ethos on changing mindsets and creating new models of teaching and learning practice.

Beaconing allows you to be part of an interactive community of teachers, students, and parents who aim to make STEM learning more fun, inclusive, and grounded in reality, by creating and sharing challenges that playfully connect science and technology with real people and Places!

Crowd4Roads

Crowd4Roads stands for Crowd Sensing and Ride Sharing for Road Sustainability. The 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.

BookRunner: Educational RPGs

The Book Runner role playing game, set in Coventry University’s Library, is designed to provide a fun, online way for students to familiarise themselves with resources and available support. Book Runner uses puzzles and character dialogue to provide a humorous, characterful way to learn about the Library space and services.

EscapED: Educational Escape Rooms

EscapED has taken the concept of the escape room and repurposed it for use in Higher Education. The emphasis of the educational escape room is not on the learning within the allotted time of the game itself, but rather in the reflective process within the debrief period.

BewilderED

A spin off of the escapED series, BewilderED is an Experiment in Using Non-Digital, Transmedia Story Telling & Mystery for Exercise Science Education and has been used to teach Masters students at Coventry University’s faculty of Health and Life Sciences.

What is Your Story?

‘What Is Your Story?’ is a playful card-based activity to engage learners in creative and abstract thinking. The activity encourages learners to use their visual literacy and oral communication skills to explore a topic in a fun, challenging, social activity.

Learn More…

ImparApp: Pervasive Gaming for Language Learning

ImparApp is a project in collaboration with the Coventry University’s Languages Centre, aiming to explore pervasive approaches to learning and exploit gamification techniques in contextualising language learning in a more active and engaging way.

Learn More…