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Computer Science Education and Engineering Education

Description:

EA6 topics can include 1) education tools that benefit from objects having their own IP address or location based services for new types of communications, assistive technologies, and new applications of benefit primarily to education; 2) wearable information centers, power sources, flexible displays, jewelry, glasses, output devices, and input tools that allow students to interface with computers and other devices in creative new ways that help overcome natural and physical barriers to learning; 3) interoperable mobile learning environments that enable students to access and connect to vast resources of knowledge wherever they may be located through smart phones, tablets, wearable devices, or tools that have yet to be developed; 4) virtual assistive technologies that may combine developments in engineering, computer science, and biometrics that add substance to both formal and informal learning situations; 5) systems and applications that address privacy concerns of educators and students including the safeguarding of personal data in a connected education environment; 6) innovative tools to quickly automate and allow for rapid conversion of educational media for easy archival and porting to multiple devices and formats; 7) innovations that allows students and others to use technologies that may improve their performance, knowledge, expertise, and provide for a rich educational experience; 8) content curation and distribution systems that provide just-in time resources for learners of any age; 9) sensors and systems that detect student engagement, frustration, or boredom while providing real time feedback to both students and teachers; 10) systems and components that could provide for enhanced capabilities and otherwise add to the infrastructure development and increased connectivity of educational environments; 11) natural voice, video, and online learning tools that humanize the online learning experience such as mimicking and detecting face-to-face experiences and interactions to communicate more authentically in a global environment; and 12) gesture-based computing applications, semantic analysis, and intuitive technology tools that enable individual and collaborative work with multiple students interacting on content simultaneously.

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