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Program Details

Grant Program: Education Technology
Contact: Dr. Edward Metz
(202) 245-7550
Edward.Metz@ed.gov
Description:

The Education Technology Research Program — competed as a standalone topic from 2008–2020 — supports research to advance how existing or new forms of technology can be applied in education to improve student academic achievement. For FY 2021, IES is not competing Education Technology as a standalone topic. Technology is ubiquitous in education and intersects with every other topic area. Education technology is a tool to improve academic achievement, just like a workbook or an instructional approach. Education technology can also be a critical aspect of scaling efficacious interventions. Applicants across all topic areas should consider whether or not technology would be an effective way to address the education issue on which they are choosing to focus given that it is now pervasive in classrooms. IES encourages researchers to apply to the topic area that is most closely aligned with the proposed research.

PORTFOLIO SUMMARY Between 2008–2020, NCER invested over $88 million in the Education Technology Research Program to support 48 research projects.

HISTORY/BACKGROUND
Since its inception in 2002, the Institute has invested in research on technological tools and interventions across all topic areas. The Compendium of Education Technology 2002-2014 details all of the projects funded between 2002 to 2014 involving technology within the National Center for Education Research (NCER) and the National Center for Special Education Research (NCSER). In Fiscal Year 2008, NCER initiated the Education Technology Research Program through its grants competition in order to highlight the need for more research on technology as a tool to support student learning in the classroom. Through the Education Technology Research Program, awards have been made to researchers to explore, develop, and test the efficacy of new approaches. These approaches which are leveraging education technology include the following:

  • Artificial intelligence or intelligent tutors that continually assess student progress and provide adaptive, personalized, and real-time feedback to support learning;
  • Digital books that provide text, visual, and audio to support struggling readers;
  • Virtual environments where students to explore content and complete tasks to demonstrate mastery of learning; and
  • Game-based learning interventions to facilitate student engagement, persistence, and learning; and dashboards that organize and present data to teachers in new ways to inform instructional practice.

RELATED PROJECTS and PROGRAMS

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