National Science Foundation: Cyberlearning for Work at the Human-Technology FrontierDeadline: January 8, 2018
The Cyberlearning for Work at the Human-Technology Frontier program supports learning technology (or cyberlearning) research that integrates both learning and technological goals to enable radical improvements in learning within educational and work environments. Cyberlearning research in this program should be informed by the convergence of multiple disciplines: education and learning sciences, computer and information science and engineering, and cognitive, behavioral and social sciences.
The program solicits projects that are exploratory and experimental in nature. These projects should explore proof-of-concept or feasibility of a novel or innovative learning technology. Projects that try out new ideas, especially risky ones, are encouraged. A primary goal of the program is to investigate innovative technologies for STEM learning and teaching within the educational and work settings, to include pervasive lifelong learning with technology. Within this program, the scope of projects span across:
- Content area: STEM and other foundational areas supported by NSF that enable STEM learning (e.g., self-regulation, literacy, communication, collaboration, and social skills)
- Population and context: Learners, teachers, and workers in formal or informal settings (e.g., workplace, online, classroom, museums) and individual, collective, and, collaborative learning across the lifespan
In the context of work, the program encourages projects that: (1) design and develop future learning environments to educate or re-educate workers for new work environments and experiences in collaboration with advanced technology; (2) develop relevant formal and informal learning experiences as well as just-in-time training on the job; (3) support the needs of diverse workers from a broad set of backgrounds and experiences; and (4) support the future work of teachers in classrooms and other related settings.
All projects must address a learning need or opportunity within the educational or work context and must have integrated learning and technology goals (see below), convergent with the computer and information sciences, engineering, and/or social sciences. Innovative technologies can reshape learning processes, which in turn can influence new technology design.
Learning and technology goals include:
- Learning and educational goals: To investigate learning processes and principles (e.g., cognitive, neurobiological, behavioral, affective, cultural, social, volitional, epistemological, developmental, and other perspectives) relevant for the proposed learning technology innovation. The learning goals should advance education and learning sciences.
- Technology goals: To introduce new or emerging technologies within the learning or work context (e.g., intelligent tutoring and other AI (Artificial Intelligence) technologies, virtual or augmented environments, human-technology partnerships, socio-technical integration within learning environments, multimodal modeling and sensing of cognitive or emotional states, natural language and multimodal interfaces, embodiment, and learning analytics). The technology goals should advance the fields of computer science, information science, and/or engineering.
Amount: A total of $15,000,000 is available to fund up to 20 grants, ranging up to $750,000. Projects will be funded for a duration of two to three years.
Eligibility: Universities and colleges; nonprofit, non-academic organizations; for-profit organizations; and state and local governments. For more information on eligibility, see the NSF Proposal & Award Policies & Procedures Guide (PAPPG), Chapter I.E. at: https://www.nsf.gov/publications/pub_summ.jsp?ods_key=nsf17001