The GREAT Projects aims to enable trainers and teachers and training providers representatives to improve their work performance by enhancing their creativity and innovation through game-based learning.
An Intelligent Digital Household Network to Transform Low Carbon Lifestyles is an EPSRC funded project that aims to help establish how different elements of UK households respond to information regarding their consumption of energy and water within dwellings. This proposal considers six key factors including elements of human behaviour that influence the impact on bills: most utilities meters are installed in inconvenient places and consumption displayed in scientific units; typical awareness of consumption is based on retrospective bills; households have limited access to real, live and intelligent personal energy management and cost information; the influence of non-bill payers on energy consumption is often ignored e.g. children and adolescents in the household; awareness of digital energy management such as wireless monitors is low; and limited education is available on sustainable low carbon choices that fit with personal lifestyle preferences. This proposal aims to develop a mult
METPEX will develop an inclusive passenger experience measurement (PExp) tool for European transport providers, passenger groups and municipalities. It will be validated in trials across consortium partner sites, prior to release its release. The tool will provide a standardised way of collecting mobility related information which can be used to optimise passenger transport systems based on an understanding of whole journey experience. Such a tool is needed to understand, plan, monitor and evaluate transport measures which purport to be inclusive and accessible to all citizens; to enable comparison across operators, countries and transport modes (walking, cycling and terrestrial forms of public transport, the interface between public and private transport); to set EU wide benchmarks; to standardise data collection procedures in future projects; and to identify the barriers to use for transport poor groups (e.g. the elderly, disabled, rural and low income families, those with poor level
The Open Innovation Exchange Programme (OpEx) develops a demonstrator online market place for Business Community Engagement, which encourages collaboration on innovative products and services. Individual participants are able to set their dissemination level keeping their Intellectual Property save, while still enabling collaborations between Coventry University academics and businesses. The project will implement the web-based market place and also integrate immersive virtual technologies where appropriate.
INSPIRES utilises a digital infrastructure to help strengthen research communities and to extend communities beyond their existing members. In particular the project develops tools that use using the connections of its members within institutions and projects they are part of, to find relevant researchers and organisations. INSPIRES builds on the previous BRAIN project and investigates the possible use of semantic tehcnologies to link data from various sources rather than the relational database based approach of the BRAIN project.
ASPIS is a 3-year European project, running from 2009 to 2012, co-funded by the Lifelong Learning Programme (Transversal Programmes – Key Activity 3 ICT – Multilateral Projects); it is implemented in 7 EU countries.
The EduGameLab project targets parents and teachers and develops concrete, specific solutions for their problems concerning serious games. Different (EC) surveys show that children are more and more using ICT and ICT based serious games. These surveys also describe that only 10% of the serious games are used for educational programmes in schools. Therefore proven positive benefits of serious game use remain limited to the private situation of children and are not deployed to achieve educational objectives and priorities. Research shows that improvement of the use of serious games in education largely depends on the attitude, skills and knowledge of teachers. Curiously enough neither the digital illiteracy nor the position of parents is taken into consideration while children and their use of serious games provides for an excellent link between school and home and between formal, informal and non-formal learning.

MASELTOV identifies the huge potential of mobile services for promoting integration and cultural diversity in Europe. MASELTOV aims to develop novel ICT instruments in an interdisciplinary consortium with the key objective to facilitate and foster local community building, raising consciousness and knowledge for the bridging of cultural differences. MASELTOV realises this project goal via the development of innovative social computing services that motivate and support informal learning for the appropriation of highly relevant daily skills. MASELTOV will research innovative ways that serious games, mobile technologies, sensors can be used in order to address activities towards the social inclusion for immigrants in a persuasive and intuitive manner.

The CUSTOMER Project aims to develop and trial a range of interventions that will lead to a reduced carbon footprint in Coventry University student accommodation.

The Serious Games Institute is an associate partner of the MIRROR Project. The overall objective of MIRROR is to empower and engage employees to reflect on past work performances and personal learning experiences in order to learn in “real-time” and to creatively solve pressing problems immediately.

The network is funded for four years through the European Union (5.65 million euros). The GaLA network stems from the acknowledgment of the potentiality of Serious Games (SGs) for supporting education and training

Virtual worlds and serious games present the opportunity to explore many new methods for training and learning. In SimAULA, the SGI is working with a European consortium, funded by the Lifelong Learning Programme, to develop a sophisticated, feature-rich virtual classroom, enabling teachers to learn best-practices in a safe, structured environment.

The aim of this project is to evaluate the effect of the Massively Multiplayer Online Game (MMOG) Code of Everand (CoE) on children's road-crossing behaviour and attitudes to traffic safety.

The Roma Nova project is a serious game taking place in a replica of the antique city of Rome, aiming to teach history to young audiences by means of an original engaging experience where the player is immersed in a crowd of virtual Romans.
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