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Educational Technologies and Applications (EA)

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

Program director

Rajesh Mehta headshot

Rajesh Mehta

Pre-submission feedback

Submit an Executive Summary to gauge if a project meets the program's intellectual merit and commercial impact criteria. Please note that responsiveness will likely be limited in the 2 weeks leading up to the solicitation deadline.

Technology topic

Educational Technologies and Applications (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 we live in. 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, 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. Pre-K and Primary Education

EA2. Middle School and High School Education

EA3. Global, Distance, and Higher Education

EA4. Collaborative and Game-Based Education

EA5. Social and Behavioral Education

EA6. Entrepreneurial, Informal and Maker Education

EA7. Computer Science, Computer Engineering, and Information Technology Education

EA8. Learning Assessments

EA9. Language Applications

EA10. Capacity Building, Education, and Training for the Emerging Fourth Sector Eco-system