FY21 Innovations in Teaching with Technology Awards
During spring 2021, 18 proposals were submitted to the Innovations in Teaching with Technology Awards. The Academic Technology Advisory Council awarded a total of $94,420 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 |
CLAS |
Chemistry |
$22,800 |
Student Community and Information Literacy |
Anne Sand Michael Overholt |
CLAS CLAS |
Rhetoric Classics |
$37,500 |
|
Total: $94,420 |
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").