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.

DALI: Data Literacy for Citizenship

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. DaLi project is centred around addressing the fundamental aspects of data literacy training for adult learners, particularly in informal settings.

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

Escape racism’s aim is building inclusive societies where young people will promote the respect of human rights, combatting racism and discrimination and acting as multipliers for their peers. The innovation of non formal methodologies and gaming tools will facilitate the professional growth of youth workers and foster the personal development of youth, especially those ones with fewer opportunities. The project co-funded by the European Commission inside the KA2 programme, Cooperation for Innovation, and the Exchange of good practices.

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.

Homeless Monopoly

Homeless Monopoly is a playful learning resource to help students and adults explore the causes and solutions to homelessness and rough sleeping in our community. The project was developed through GameChangers in partnership with the University of Warwick, Coventry Cyrenians, and Coventry City Council.

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.

Phoenix Interactive

A simulated game design studio created to foster skills development and work experience for Coventry University undergraduate students. Developing digital and analogue games as part of a multidisciplinary team encouraging cross-disciplinary learning through innovative educational practices.

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.

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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.

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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.

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