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Educational Technologies (EA)

Zumo, Zyrobotics LLC’s interactive learning tool for kids, shows sensors underneath its shell.

Program director

Peter Atherton headshot

Peter Atherton

Technology topic

Educational Technologies (EA)

NSF welcomes proposals that present creative, ground-breaking, and commercially sustainable innovations in the field of education, where such innovations offer the potential for substantial positive impact on society and the world. The subtopics below provide vital (but incomplete) examples of possible educational applications. Submitted proposals should provide detailed descriptions of how the proposed application will work and provide examples of how users would interact with the application, how learning will be assessed, and how accessible and affordable the application will be. Applicants are encouraged to apply under a subtopic where the strongest case for the project’s technical innovation can be made.

EA1. Capacity Building, Education, and Training for the Emerging Fourth Sector Eco-system

EA2. Collaborative and Game-Based Education

EA3. Computer Science, Computer Engineering, and Information Technology Education

EA4. Entrepreneurial, Informal and Maker Education

EA5. Global, Distance, and Higher Education

EA6. Language Applications

EA7. Learning Assessments

EA8. Middle School and High School Education

EA9. Pre-K and Primary Education

EA10. Social and Behavioral Education