top welcome

welcome

The Disruptive Media Learning Lab (DMLL), is a cross-university experimental unit comprising of academics, learning technologists, subject librarians, educational developers and researchers. The Lab is based in the heart of Coventry University’s campus in a newly refurbished space on the top floor of the Frederick Lanchester Library, uniquely designed to promote open dialogues, collaborative work and exploratory play for all interested in defining the 21st century university.

 

top featured

featured

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Beyond Flipped

Beyond Flipped

Beyond Flipped is a program of activity that seeks to develop practices that create learning through active participation and skills development through the curation of educational experiences utilising a technology rich learning environment. The program is run by Dr. Alan Richards, and involves a number of streams of...
   
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Open and Connected

Open and Connected

The programme tagline goes here... Paragraph or two summarising the programme goes here...   Project Title Project Description goes here More info   Project Title Project Description goes here More info   Project Title Project Descript...
   
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Digital Accreditation

Digital Accreditation

The programme tagline goes here... Paragraph or two summarising the programme goes here...   Project Title Project Description goes here More info   Project Title Project Description goes here More info   Project Title Project Descript...
   
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Game Changers
Playful and Gameful

Playful and Gameful

  Gameful and playful learning is a key part of the Disruptive Media Learning Lab's (DMLL) activities. Through a process of design based thinking, the DMLL helps to facilitate the use of games and playful activities to develop active participation and engaging learning activities. The gameful and playful strand of the DMLL is part fu...
   
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top blog

blog

Supporting the Post Graduate Review Period
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22nd September 2017

The CU SPRINT process has been used a number of times for module and course development. From our first…

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Pilot stage of Digital Leaders coming to an end
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3rd August 2017

The pilot year of the Digital Leaders project has come to an end, so I thought I would write…

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Sprinting a course for Leadership in Global Social Development
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24th July 2017

This week has seen the Beyond Flipped team of Alan Richards, Alex Masters and myself, working with staff from…

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Visit to MediaLab UGR
MediaLab-UGR
19th July 2017

This June I had the pleasure to spend one week at the MediaLab of the University of Granada (Spain),…

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Training Sixth Forms to Use LEGO
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12th July 2017

Thanks to the excellent work of the Office of Teaching and Learning (OTL), I recently had the opportunity to…

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LEGO Lands at CU London
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12th July 2017

Last week, Alan and myself took a day trip down to the CU London Campus, near Liverpool Street Station.…

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Celebrating the end of term with the Arts Gymnasium participants!
5th July 2017

Katherine Wimpenny, Lead Researcher Arts Gymnasium,  On 4th July participants from across all the Arts Gymnasium weekly workshops taking…

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ELT Training School: assessing literacy skills in a digital world
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4th July 2017

DMLL will be hosting a Training School (TS) of the European Literacy Network (ELN) in September (4th-6th), with a…

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top collaborate

collaborate

We are always on the look out for new collaborations or partnerships to work with in realising our visions for disruptive media learning. Please drop us a line. If you work at Coventry University we’ve a short proposal form to focus your ideas. We look forward to hearing from you and will get back to you ASAP.

 

PDF DocumentDMLL Project Proposal Form
Format: Microsoft Word (.docx)

Download Form

top collections

collections

Technocultures - Games Exhibition:
Atari VCS 2600

Technocultures - Games Exhibition:
Atari VCS 2600

In making use of exchangeable cartridges, the VCS 2600 created conditions for the development of the games software industry. Atari’s position as a market leader in arcade machine manufacture gave them an advantage which was cemented by production of console versions of Japanese arcade hits including Taito’s Space invaders. Initially titles were developed in-house, but..

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Technocultures - Games Exhibition:
PlayStation 2 Dance Mat

Technocultures - Games Exhibition:
PlayStation 2 Dance Mat

A dance mat is a flat electronic game controller used for input in dance games. Most dance mats are divided into 9 squares for the player to stand on & some also indicate directions or actions within the game. Some dance mats have additional buttons outside of the main stepping area, such as “Start” and..

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Technocultures - Games Exhibition:
Sega Master System II

Technocultures - Games Exhibition:
Sega Master System II

The Master System was based on the SG-1000, a machine marketed only in Japan & marked Sega’s entry into the global console market in 1987. Competing with many more established brands, Master System sales were slow in Japan & the US, but it gained supporters in Britain, where over 100 games were produced by third..

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Technocultures - Games Exhibition:
Nintendo Wii

Technocultures - Games Exhibition:
Nintendo Wii

By 2001 Nintendo was the last console manufacturer left from the early days of gaming. The 2004 release of the DS ensured their continued dominance of the handheld market, but the GameCube (2001) was seen as a failure. President Satoru Iwata took a decision to ignore the high definition graphics offered by rivals at Sony..

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Technocultures - Games Exhibition:
Nintendo Game & Watch (Popeye)

Technocultures - Games Exhibition:
Nintendo Game & Watch (Popeye)

Each of Gunpei Yokoi’s Game & Watch toys had an LCD screen featuring a single game. 59 titles were manufactured, with some models having a clam-shell design & two screens (similar to the later DS). Other titles available included Nintendo favourites Donkey Kong, The Legend of Zelda, & Mario Bros. Popeye was released in the..

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Technocultures - Games Exhibition:
Microsoft Xbox

Technocultures - Games Exhibition:
Microsoft Xbox

Dominant as it was in the PC software sector, Microsoft’s entry into the console market was initially viewed with scepticism. The Xbox was built using PC components adapted specifically for gaming. Bigger & heavier than either GameCube or PlayStation 2, key features of the Xbox included an 8GB hard drive & LAN connectivity. Microsoft had..

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Technocultures - Games Exhibition:
Adman Grandstand TV game 2600 MK II

Technocultures - Games Exhibition:
Adman Grandstand TV game 2600 MK II

Similar in design to Atari’s 1974 Tele-games Pong Sports TV. This console offered tennis, squash, football & shooting games in one and two player modes. The console came with two standard controllers which worked by twisting the black button on the top, together with a single “Thunderbolt Super Marksman 304” light gun for target shooting…

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