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Educational Technologies and Applications

Description:

EA1. General Education Applications
Topics can include 1) the technology transfer of innovative and sustainable products and services that leverage and commercialize education research investments made to educational institutions by the National Science Foundation and other government agencies; 2) solutions that address the needs of a variety of learners, including K-12 students, college students, families, particular types of community members, teachers, and the general public; 3) the innovative delivery, applications, and curricula on STEM (science, technology, engineering, and math) that aligns with voluntary national education standards, state standards, or standards recognized by national accreditation associations and that can compete with educational and open content programs offered for free or low cost; 4) innovative applications that provide practical solutions to combined knowledge, critical thinking, and problem solving, or the development, administration, scoring, reporting of tests, and balanced assessment across the classroom, district, state, and national levels; 5) personal learning environments that allow students to control their environment in relation to their personal learning style to acquire knowledge with consideration of their teacher’s expectations; 6) applications that better enable informal and traditional learning or applications that help bridge formal and informal learning environments or effectively promote positive behavior changes; 7) open content and community based research activities that provide new or alternative forms of sharing and repurposing information, content, pedagogies, and experiences that are long-term and sustainable; and 8) learning technologies that motivate and enhance the self-esteem and learning performance of students.

EA2. Global, Distance, and Cyberlearning Education Applications
Topics can include 1) innovative applications that use online learning, hybrid learning, collaborative models, and new tools that, when combined, will have the potential to deliver new and powerful educational opportunities in STEM disciplines; 2) learning environments that allow students to control and experiment with educational situations in relation to their personal learning style to acquire knowledge anytime and anywhere; 3) technologies that enable new forms of educational collaboration across national boundaries; 4) learning applications that provide for better decision making and informed judgments about problems and situations affecting global issues related to theory, education technology, and data; 5) projects in which technology allows the tailoring of learning experiences to special needs and interests of groups or individuals and/or expanding formal education beyond classroom settings; 6) applications that support and promote cultural diversity, international awareness, and understanding; 7) 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; 8) virtual and remote laboratories that enhance the physical science laboratory for use in global and distance learning to leverage time and the availability of equipment that may otherwise be unavailable; 9) applications and systems accelerate the theory, education technology, and data cycle; and 10) authoring systems and content generators that easily allow educators to create, distribute, and share new resources across multiple platforms.

EA3. Simulations and Gaming Technology Applications
Topics can include Science, Technology, Engineering, and Mathematics (STEM)-related innovative educational gaming applications that enable engaging learning experiences, digital literacy, collaboration, problem solving, communications, critical thinking, and skill improvement. Examples include 1) single-player, small-groups, or massively multiplayer online gaming applications that foster cooperation and can include card, board, or digital games; 2) serious games, simulation based games, and entrepreneurial type games with substantial innovations that go beyond porting current knowledge, processes, and applications towards existing technologies and delivery platforms; 3) games that target the assessment of student knowledge while providing intrinsic motivation for student participation; 4) games that better enable entrepreneurs to learn and effectively compete in a global economy; 5) games that support immersive and experimental learning; 6) simulations and role-playing games where students can participate in providing creative solutions to difficult or complex situations; and 7) laboratory simulations that accurately reflect similar that may otherwise be costly, use precious resources, or otherwise be unavailable for general student use.

EA4. Entrepreneurship Education Applications
Topics can include 1) entrepreneurship education and training integrating diverse topics, such as strategic planning, business model development, opportunity recognition, product entry, intellectual property, project management, legal requirements, and business constraints in innovative ways for success in the contemporary global economy; 2) personal learning environments that allow students to control and experiment with entrepreneurial situations in relation to their personal learning style to acquire knowledge; and 3) innovative tools that enable entrepreneurs and educators to learn or judge the effectiveness and validity of external resources for research, product launch, and effective operations of technological and education related products and services.

EA5. Tools for Learning and Assessment
Topics can include 1) tools and kits that empower students to become scientists, engineers, and educators; tools that allow them to design and build things and increase participation or demonstration in hands-on learning related to science, technology, engineering, math, and entrepreneurship of technical products and services; 2) adaptive learning environments combined with assessments that provide alternative paths of instruction; 3) gesture-based computing applications, semantic analysis, and tools that enable collaborative work with multiple students interacting on content simultaneously; 4) 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; 5) devices that enable expanded dimensional learning such as 3D modeling, computer aided design (CAD), as well as new materials, technologies, and processes for learning and 3D printing suitable for educational settings; 6) Augmented Reality (AR) and tools that layer information over 2D and 3D spaces to provide new environments for learning; 7) 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 or physical barriers to learning; and 8) sensors and systems that detect student engagement, frustration, or boredom while providing real-time feedback to both students and teachers.

EA6. Information Management and Technology for Education
Topics can include 1) innovative applications that better enable classroom management, recordkeeping, and standards-aligned planning that permit more effective use of educational resources; 2) collecting, analyzing, sharing, and managing data that promotes learning and/or leads to designed learning environments; 3) tools that build real-time information from data-mining on complexity, diversity, and similar types of information to generate knowledge that can be used to revise curricula, teaching, and assessment; 4) learning analytics, big data, searching, data mining, data analysis, intelligent agents, knowledge modeling, user models, mobile tools, and decision support systems that improve the understanding of teaching and learning to improve student performance, retention, and transfer in various environments; 5) cloud-based services and applications that support collaboration, file storage, teacher and student productivity, data collection, data security, data privacy, and ubiquitous access to information in secure environments in an educational setting; and 6) innovations that provide for better learning and knowledge transfer in many-to-one, one-to-many, and many-to-many environments.

 

 

 

Agency Contact(s)

 

General inquiries regarding this topic should be made to: Glenn Larsen, (703) 292-4607, glarsen@nsf.gov.

 

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