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.

 

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featured

logo-dmll
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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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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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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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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top blog

blog

Coventry.Domains Staff Awards 2016-17
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18th December 2017

We were delighted to be able to present a number of awards to staff members across the University in…

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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
Webcam stickers
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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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:
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:
Microsoft Xbox 360

Technocultures - Games Exhibition:
Microsoft Xbox 360

Xbox 360 incorporated developments of successful features from its predecessor, most notably the Xbox Live service, allowing online gameplay including the creation of player communities & the purchase of games. It was also the first console to offer real HD images with a resolution of 1280×720 pixels. Games for the Xbox included shoot ‘em up..

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Technocultures - Games Exhibition:
Game Boy

Technocultures - Games Exhibition:
Game Boy

While Atari & Sega worked on the development of a colour screen handheld, the Game Boy Gunpei Yokoi’s design had simple controls & a greyscale display resolution of 144 x 160 pixels was easily understood by novice & experienced gamers. It came packaged with Tetris & a 2 player link cable. The Lynx & Game..

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Technocultures - Games Exhibition:
Sony PlayStation 2

Technocultures - Games Exhibition:
Sony PlayStation 2

PlayStation 2 achieved sales of 20m the year of release, maintained Sony’s dominance of the console market. This had much to do with the console’s powerful CPU, nicknamed the ‘Emotion Engine’, capable of displaying particle effects & the real time calculation of physics models & kinematics. In addition to the impressive library of launch titles..

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Technocultures - Games Exhibition:
Super Nintendo (SNES)

Technocultures - Games Exhibition:
Super Nintendo (SNES)

The continued success of the NES (which had sales of 40 million units by the close of the ‘80s) meant the next generation Super Famicom was launched 2 years after Sega’s Mega Drive. Sales in japan quickly outstripped the Mega Drive, as top developers like Konami & Capcom stayed with Nintendo. In house games like..

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Technocultures - Games Exhibition:
Sony PlayStation

Technocultures - Games Exhibition:
Sony PlayStation

PlayStation began as a joint venture between Sony & Nintendo. Both saw advantages in greater storage capacity & economies offered by CDs, but Nintendo withdrew over concerns about piracy. Sony took the decision to continue launched & PlayStation in 1994 & by the end of 1995 3 million units had been sold. Key its success..

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Technocultures - Games Exhibition:
Mattel / PAX Power Glove

Technocultures - Games Exhibition:
Mattel / PAX Power Glove

The Power Glove was developed by toy company Mattel for the Nintendo Entertainment System (NES). The glove has trademark NES controller buttons on the forearm, a programme button & buttons labeled 0-9. The wearer could use these buttons to input commands & various hand motions to control an on-screen character or object. Two games were..

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