FY19 Innovations in Teaching with Technology Awards
During the Fall 2018 15 proposals were submitted to the Innovations in Teaching with Technology Awards. The Academic Technology Advisory Council awarded a total of $99,891 for the following (7) proposals.
Proposal Title | Principal Investigators | Org Unit | Department | Award |
---|---|---|---|---|
Virtual Reality in Law and Ethics Online Teaching | Andrew Hosamanek | College of Business | Management and Organizations | $5,208 |
Enhancing caries management education using a 3D printed model |
Erica Teixeira | College of Dentistry | Operative Dentistry | $28,520 |
An IoT learning laboratory for engineering student education in Industry 4.0 | Shaoping Xiao | College of Engineering | Mechanical Engineering | $10,691 |
Guided Tinkering part 2 |
Geb Thomas |
College of Engineering | Industrial and Systems Engineering | $25,000 |
History of Technology Laboratory | Jenna Supp-Montgomerie | CLAS | Communication Studies | $4,500 |
Engaging Nursing Students in Gerontology Utilizing Virtual Reality in the Classroom |
Shalome Tonelli | College Nursing | $14,472 | |
The use of biomedical engineering to enhance realism in neonatal simulation based medical education |
Tim Elgin | Carver College of Medicine | Pediatrics | $11,500 |
TOTAL: | $99,891 |
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").