Browsing IITG - Innovative Instructional Technology Grants by Title
Now showing items 224-243 of 254
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Taking Laboratory Science Home
(2018)Science courses for non-majors are ubiquitous; their raison d’être is the satisfaction of SUNY General Education requirements in the natural sciences. Additionally, the advent of the online platforms for education have ... -
TeachLivE from New York: Developing Innovative Practices in Immersive Teaching Technology
(2013)In teacher preparation, more effective pathways and practices are needed for preparing, placing, and supporting beginning teachers and principals (Darling-Hammond, 2010; U.S. Department of Education, 2009). A common issue ... -
TeachLivE from New York: It’s SUNY Wide! Enhancing Pedagogical Practice within a Simulated Environment
(2015)In teacher preparation, more effective pathways and practices are needed for preparing, placing, and supporting beginning teachers and principals (Darling-Hammond, 2010; U.S. Department of Education, 2009). A common issue ... -
A Three-Pronged Course Redesign Program to Incorporate OERs into Online Classes: Instruction, Interaction, Incentive
(2017)"A collaboration between Information Technology Services and University Libraries, at the University at Albany, will initiate and facilitate a redesign process for existing fully-online courses. This redesign process will ... -
TimeStitch Database: Crowdsourcing and Community Engagement
(2018)In 2017-18 (tier 1/phase 1 of the project) TimeStitch database with ~3000 cataloged objects related to gender and needlework was developed and populated. In the proposed phase 2, the goal is to increase student inquiry, ... -
TimeStitch: Digital Prototype of a Virtual Museum as a Leaning Tool
(2017)TimeStitch is a prototype of a digital object repository that can be used to create various learning contents. It will display needlecrafts such as embroidery, knitting and sewing as examples of the objects that could be ... -
Tools of Engagement Project (TOEP): On-demand Discovery Learning Professional Development
(2012)The goal of this project is to pilot the Tools of Engagement Project’s (hereafter, TOEP) on-demand professional development model among faculty across SUNY campuses, investigating its effectiveness in expanding their ... -
Tools of Engagement Project (TOEP): On-demand Discovery Learning Professional Development (Phase 2)
(2013)The SUNY Tools of Engagement Project (TOEP) is an on-demand discovery learning professional development model. The goal of TOEP is to encourage faculty and staff across SUNY to explore and reflect upon the use of emerging ... -
Towards OPEN SUNY: A Novel On-line Learning Approach for ECE and ET Students
(2013)In electrical and computer engineering/technology programs, hands-on experience is very significant. To gain this experience, a developing tool (such as Microcontroller CodeWarrior IDE or FPGA Quartus IDE) and an attached ... -
UBCert using Blockchain Technology Bina Ramamurthy
(2019)Matthew Pittinsky (2015) described higher education as having a single purpose: “…credentialing is the only nonnegotiable service of a higher education institution.” Yet faculty, students and administrators are frequently ... -
UBuild: Fostering Creativity and Community Building through a Computer Games Initiative
(2016)The major goal of this project is to build a diverse community with computer games as the platform for student engagement, creativity, learning and fun. We expect the participants and members of this gaming community to ... -
An Undergraduate Research Experience: Using technology to Monitor Japanese Beetles Related to Changing Climate Conditions, Across New York State
(2012)In 2010, this project team received a Higher Education Grant from the United States Department of Agriculture (USDA) to develop a hands-on learning module that uses the collaborative and experiential aspects of a citizen ... -
Understanding Collegiate Varsity eSports: Team Culture and Biopsychosocial Health
(2018)Collegiate varsity eSports are a relatively new phenomenon; as such, systematic investigations of the culture of eSports teams, the benefits of bringing eSports to campuses, and the players themselves are scarce. In this ... -
Universal Design for Learning: Developing Tools to Facilitate Faculty Implementation and Broaden Application to Support Diverse Learners
(2019)The Universal Design for Learning (UDL) project will develop tools to support faculty members’ integration of UDL principles in their course design. Building from prescriptive elements central to instructional design and ... -
Use of the Renewable Energy Lab (Lucas-Nuelle) simulations of Renewable Energy Generation to foster Student learning in "Energy , Sustainability and Environment " class (ENV101)
(2017)"Renewable Energy Generations is an essential component of any environmental studies as well as Energy/Renewable- Energy Engineering education. It is not possible to use the real systems in these programs unless the campuses ... -
Use Software Simulation to Foster Student Learning in Microcontroller Related LABs and Projects
(2015)Microcontrollers are widely used in homes, offices, cars, factories, etc., and they have been an essential component of electrical and computer engineering education. Microcontrollers and their applications normally involve ... -
Using Adaptive Learning Technology to Advance Clinical Competency in Performance and Interpretation of Equine Musculoskeletal Ultrasound of the Distal Limb
(2019)Across curricula, there are simple, fundamental skills that are prerequisites for upper-level courses. Often there are not thorough instructional materials, practice, or assessment of these skills in introductory courses ... -
Using Excelsior's OER OWL to Promote Writing in the Disciplines
(2018)This project will create a SUNY-wide Writing in the Disciplines (WID) training initiative delivered by the openly licensed Excelsior Online Writing Lab (OWL). The project will demonstrate the efficacy of this approach by ... -
Using Targeted OERs to Develop Core Academic Skills in the Disciplines
(2016)Using Targeted OERs to Develop Core Academic Skills in the Disciplines is a project that serves the goals of both Open SUNY and SUNY Excels, specifically the creation of open-source shareable learning resources, ... -
Using virtual reality to provide inter-professional student education in Alzheimer’s disease.
(2019)An Alzheimer’s patient care management training program will be designed and piloted using an established virtual world platform, Second Life, for a virtual in-classroom and distance learning application with students in ...