The Chronicle has showcased creative efforts to solve problems — to enliven the classroom, cut instructional costs, recruit more women into computer science, keep students on track to graduate, conduct cutting-edge research, and more. Worth reading (here). Here’s the list of innovators. Unfortunately access is limited to for CHE suscribed members (apologies!).
Jake Schwartz’s General Assembly offers courses designed for the job market.
John Katzman founded the education-search company Noodle to help students find the right college.
Using apps, games, and virtual reality, Bryan Carter brings the Harlem Renaissance to life in the classroom.
For Kim Thanos, providing open-access learning materials isn’t just a business, it’s a cause.
Maria Klawe, president of Harvey Mudd College, has made it her mission to attract women to computer science.
At the U. of Tennessee at Martin, Brandy Cartmell’s online parent portal aims to improve retention rates.
Jeffrey Hancock’s use of social-media data led to some interesting findings — and a big backlash.
Audrey Watters believes technology must be questioned and challenged, not just used blindly.
Cool! The purpose of the NSF Cyberlearning and Future Learning Technologies program is to integrate opportunities offered by emerging technologies with advances in what is known about how people learn to advance three interconnected thrusts:
- Innovation: inventing and improving next-generation genres (types) of learning technologies, identifying new means of using technology for fostering and assessing learning, and proposing new ways of integrating learning technologies with each other and into learning environments to foster and assess learning;
- Advancing understanding of how people learn in technology-rich learning environments: enhancing understanding of how people learn and how to better foster and assess learning, especially in technology-rich learning environments that offer new opportunities for learning and through data collection and computational modeling of learners and groups of learners that can be done only in such environments; and
- Promoting broad use and transferability of new genres: extracting lessons from experiences with these technologies that can inform design and use of new genres across disciplines, populations, and learning environments; advancing understanding of how to foster learning through effective use these new technologies and the environments they are integrated into.
For RFP and more information – http://www.nsf.gov/funding/pgm_summ.jsp?pims_id=504984&WT.mc_id=USNSF_39&WT.mc_ev=click