During Fall of 2019,  18 proposals were submitted to the Innovations in Teaching with Technology Awards. The Academic Technology Advisory Council awarded a total of $96,848 for the following (7) proposals.

Proposal Title Principal Investigators Org Unit Department Award
Virtual Reality as a tool to Enhance Knowledge, Skills, and Attitudes for End-of Life Care among Health Professions Students Kashelle Lockman College of Pharmacy Pharmacy Practice and Science $13,000

Video Games and the Ancient World: Assassin's Creed Odyssey

Debra Trusty College of Liberal Arts and Science Classics $5,675
Text Classification Tool for Flint Water Crisis Email Archive Louise Seamster College of Liberal Arts and Science Sociology $10,000
The Edge of Space: Hands-on Space Instrumentation Design

Allison Janyes and David Miles

College of Liberal Arts and Science Physics and Astronomy $24,073
Telehealth Technology in Nursing Education Theresa Jennings College of Nursing Communication Studies $14,200

Virtual Teaching Experience for Educators

Anne Estapa College of Education Teaching and Learning $21,900

The New Chinese Reading World

Helen Shen College of Liberal Arts and Science Asian and Slavic Languages and Literatures $8,000
      TOTAL: $96,848


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").