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Tag "Context"

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Change ProcessesCreative PedagogiesDigital PedagogiesLearner CitizenshipOpenness and InclusionPlayful and GamefulSeamless LearningStatusStudent Led Learning

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Project : MUSE

22nd June 2016
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Overview MUSE: Modernity & Disability: Ensuring Quality Education for Disabled Students Accessibility of Higher Education Democratisation of HE has helped to ensure a growing trend of increasing enrolment of students with disabilities, although it is still not significant enough in terms of potential numbers. According to the World Health Organisation, 15% of the world’s population..

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Project : CROWD4ROADS (C4Rs)

28th April 2016
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Overview DMLL is a gamification partner in the Crowd4Roads (C4Rs) project – an innovative initiative combining smart sensing, ride sharing and gamification applications to harness collective intelligence for providing open data towards boosting traffic conditions on the continent. The C4Rs project (7 partners, 3 years, worth over €1.5 million) has received funding from the European..

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Project : OpenMed

3rd February 2016
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Overview OpenMed is an international project funded under the EU Erasmus + Capacity Building in Higher Education (HE) programme. The overarching goal of OpenMed is to facilitate the adoption of Open Educational Resources (OER) and Open Educational Practices (OEP) in the South Mediterranean region (S-M), with a particular focus on HE in Egypt, Jordan, Morocco..

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Project : Beaconing

11th December 2015
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Overview DMLL is leading the BEACONING project (15 partners, 3 years, worth €5.9 million). This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 687676. BEACONING stands for ‘Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning’ and will be focusing on ‘anytime anywhere’ learning by..

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Blog : Digital Public Services Conference 2015

9th November 2015

On Thursday 12th November, director of the lab Jonathan Shaw will be speaking about positive disruption in higher education at the Digital Public Services Conference in Manchester. His talk will cover the topic of the Disruptive Media Learning Landscape. Foreword: What happens if academia critically adopts the business concept: ‘disruptive technologies’? Is it, as the..

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Project : ImparApp: Pervasive Gaming for Language Learning

10th April 2015
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Overview Pervasive Gaming for Language Learning 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. In this pilot, we aim to investigate the crossings of gamification and pervasive learning in supporting the..

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Project : Spritz

10th April 2015
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Overview This project investigates the effectiveness and efficiency of Spritz (computer based speed reading application) as a learning resource, particularly for students with dyslexia. Sean Graham and Arinola Adefila, supported by Principal Project Lead Jacqui Speculand, will test the efficacy of Spritzed learning resources by developing an App specifically for Biomedical Science students on the Add+vantage..

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