During spring 2021, 18 proposals were submitted to the Innovations in Teaching with Technology Awards. The Academic Technology Advisory Council awarded a total of $71,920 for the following five proposals.

Proposal Title Principal Investigators Org Unit Department Award
Collaboration Between Undergraduate Biomedical Design and Neonatology for the Creation of Lifelike Simulation Equipment  Timothy Elgin



Colleen Bringman


Seth Dilliard
Carver College of
Medicine

College of Engineering

Medicine
College of Engineering
Pediatrics



Biomedical Engineering

Biomedical Engineering
$11,500

Enhancing Art-Science Creativity Through a Hands-on Approach to Designing and Building Innovative Digital Musical Instruments 

Jean-François Charles CLAS Music  $7,620
Enhancing Biomedical Engineering Education and Physical Therapy Education Through Collaboration  Colleen Bringman


Amy Kimball
College of Engineering

Carver College of
Medicine
Biomedical Engineering

Physical Therapy and Rehabilitation Science
$11,500
Merge Cubes—3-D Data in Hand 

Johna Leddy

Josh Coduto

CLAS

CLAS

Chemistry

Chemistry

$22,800
Student Community and Information Literacy 

Anne Sand

Michael Overholt

CLAS 

CLAS

Rhetoric

Classics

$15,000

 

      Total: $71,920

 

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").