FY18 Innovations in Teaching with Technology Awards
During the Fall 2017 22 proposals were submitted to the Innovations in Teaching with Technology Awards. The Academic Technology Advisory Council awarded a total of $96,390 for the following (7) proposals.
Proposal Title | Principal Investigators | Org Unit | Department | Award |
---|---|---|---|---|
Learning to Build Tomorrows Computing | Brandon Myers | College of Liberal Arts and Sciences | Computer Science | $2,702 |
Content Rich Interactive Student Evaluation Platform | Hans Johnson | College of Engineering | Engineering | $24,514 |
Building Blocks to Design, Create and Facilitate Self Directed Learning (Phase 2) | Nathan Swailes | Carver College of Medicine | Anatomy and Cell Biology | $17,000 |
Introduction to Drone Technology & Streamlining 3D Modeling Experience |
Denise Szecsie & Peter Chanthanakone |
College of Liberal Arts and Sciences | Computer Science | $15,000 |
Integrating VR into Classrooms | Joseph Kearney | College of Liberal Arts and Sciences | Computer Science | $9,000 |
Enhancing Public Health Training | Rima Afifi | College of Public Health | $10,000 | |
Guided Tinkering | Geb Thomas | College of Engineering | Industrial Engineering | $18,174 |
TOTAL: | $93,390 |
The Academic Technologies Advisory Council assists the Provost's Office and Chief Information Officer in setting directions and priorities for developing, implementing, and evaluating instructional technology directions for the university. Proposals for the Innovations in Teaching with Technology Awards are accepted in the fall. Applicants are encouraged to get started on them now. ATAC provides feedback and assist in development of proposals. For more information, visit the award program’s website.
The Innovations in Teaching with Technology Awards help fund innovative applications of instructional technologies that impact student success and retention. Applicants are encourage to use emerging instructional technologies such as augmented reality, crowd-sourcing, electronic books (ePub/eText), game-based learning, geo-everything, gesture-based computing, learning analytics, mobile computing, personal web, open content, semantic-aware applications, simulation/simulators for instruction, smart objects, social networking, visual data analysis, and video (e.g., "grassroots video").