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360 Immersions

Lab Contact: Jacqui Speculand
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Overview 360 filming can offer a completely immersive learning experience. Using either a 360 camera or a rig comprised of an array of go-pro cameras, scenarios can be filmed to create an immersive environment that can be used for teaching. Goals To explore the use of 360 filming and editing techniques.  The project will explore..

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Beyond Flipped

Lab Contact: Alan Richards

Beyond Flipped is ‘a practice that creates learning through active participation and skills development through the curation of educational experiences in a technology rich learning environment’. Beyond Flipped is an approach that utilises the benefits of learning technologies and places an emphasis on student participation and the learning process. Within this approach there is a..

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Game Changers

Game Changers

Lab Contact: Helen Keegan
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Overview The Game Changers Programme aims to explore, experiment and exploit game design thinking in fostering creative problem solving and cross-disciplinary design collaboration. The overarching pedagogical construct of the initiative is motivated by ‘learning by designing’, which is a project-based inquiry approach. The programme will facilitate new models of teaching and learning, new practice in..

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Cross-Faculty Design Challenge Project - DMLL - Coventry University

Cross-Faculty Design Challenge

Lab Contact: Alan Richards
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Overview Arising from Governance Group meeting in November 2015, desire for cross faculty project enabling psychology students to work together with other schools to design and build a toy.  DMLL to facilitate cross-faculty working.  The CU/DMLL Cross-Faculty Design Challenge aim is to engage and support students during their formative stage and to encourage them to..

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Proofs: Deconstructing Logical Arguments - Title Graphic

Proofs

Lab Contact: Daniel Villar-Onrubia
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Project Leader: Mark Hodds Overview: This project is led by Mark Hodds in sigma and has two main focuses. The first, within the field of mathematics, is to try and improve students understanding of mathematical proofs. It is well documented that students struggle to understand and construct mathematical proofs despite it being a key part of..

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Open Badges

Lab Contact: Jacqui Speculand
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Overview Open Badges recognise skills and learning through digital certification. Open Badges allow the badge owner to demonstrate achievement and the viewer to see the criteria for the badge. They are becoming increasingly popular as a means of recognising, rewarding and publicising achievements, skills and knowledge. This project is currently investigating the feasibility of using..

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Shakespeare Week Project

Lab Contact: Jacqui Speculand
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Overview The DMLL is working with the Shakespeare Birthplace Trust (SBT) to create an interactive platform that will be used as part of the Shakespeare Week activities that they organise for primary school children. The platform is hosted on MakeWaves, a digital badges platform aimed at children under the age of 13. We have collaborated with SBT and MakeWaves..

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The Arts Gymnasium - Title Graphic

The Arts Gymnasium

Lab Contact: Katherine Wimpenny

Overview This follow-on three-year project partnership, funded by Esmée Fairbairn, will build on the uniqueness of the Arts Gymnasium project (Wimpenny & Savin-Baden 2014) delivered as part of the theatre’s strong community and education programme at the Belgrade Theatre under the leadership of the Associate Director, and General Manager. Key stakeholders in the follow-on study..

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Independent Learning (Lynda.com)

Lab Contact: Jacqui Speculand
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Overview Lynda.com (www.lynda.com) is an online training platform offering tutorials and full training packages in software, programming, soft skills and a wide range of online programmes and tools. It was used in a small scale trial from January 2015. The pilot trial looked at the use of 60 licenses, primarily used in the Media Department..

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Google Classroom

Lab Contact: Jacqui Speculand
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Overview This project considered the use of the Google Apps for Education suite, including Google Classroom as an alternative space for learning, teaching and collaboration. Google Apps are widely used across the institution by students and staff as a means of collaborating and sharing work. The Classroom provides a closed online space in which staff..

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Learnium

Learnium

Lab Contact: Jacqui Speculand
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Overview Online learning environments were initially developed as a means to provide regular social interaction for distance learners. However, as technology has become increasingly present in students’ day-to-day lives, such environments have been integrated into mainstream education. Yet there is general controversy surrounding the use of ‘social’ technologies (such as Facebook) in education, and uncertainty..

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Social Media Circuit Training Project

Social Media Circuit Training

Lab Contact: Martin Jenkins

Overview How often do you hear it suggested that we use social media in the classroom? But what does that actually mean? And is it really useful in a learning environment? The idea behind our Social Media Circuit Training (SMCT) project is simple. Get people talking! We have a big room with three tables. Each..

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SoPI: Student (online) Projects with Industry - Title Graphic

SOPI: Student Online Projects with Industry

Lab Contact: Jacqui Speculand
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Overview The project connects over 250 students at level 2 and 3 on Business Administration courses with industry experts to explore the practical application of theory in real world scenarios. The pilot study in 2014 used Twitter to engage 30 students with industry experts to expose the students to real world problems in supply chain..

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