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MythOS
MythOS is addressing the growing gap in social and emotional skills among adolescents who are not being served by traditional social activities (sports, theater, etc.) but are instead consumed by digital entertainment. MythOS is using games that resonate with digitally-focused adolescents to drive home social and emotional skills. -
Data Coach for Teachers
Awardees project seeks to address this problem through an easy-to-understand and free website or software that educators could use to (a) consolidate their data, (b) analyze their data, and (c) move quickly from analysis to action-planning. -
KolaboraSIM
Awardees plan to provide an immersive virtual reality simulation using 360-degree videos to place participants in a representation of a complex teamwork situation. -
myDev
To tackle the problem of millennial employee turnover, awardees are working on a web-based application that focuses on professional learning development through monthly one-on-one conversations between an employee and their manager. -
Arts in a Circle
Awardee wants to design an affordable one-stop art education online platform for Chinese families. They plan to educate the public about the broad definition of art education and design a series of online courses for families with children aged 5-12. -
Usmosis
Usmosis solves weak student engagement for distant learning communities creating connectivity through sincere peer engagement and virtual worlds. -
Grow.Us
Through training in soft and hard skills, awardees prepare students to work on projects in a summer internship. -
STEMFinder
The lack of students moving from an interest in STEM to a STEM career is problematic. Awardees plan to curate the best free STEM learning resources for students (videos, tutorials, MOOCS, documentaries, career profiles) in one place, and connect them in a way that encourages exploration. -
S.A.F.E. – Share. Access. Flourish. Engage
Teachers serving preschoolers in low-income and marginalized communities across the world, are struggling with issues that are affecting their ability to do their work. SAFE will be an online and mobile application platform that will give teachers access to developmentally appropriate resources to provide solutions to problems facing in their classroom, access to professional development opportunities, and the opportunity to form sub-groups of educators or educator communities connected by a similar challenge or a shared interest. -
KidCollab
KidCollab attempts to aid students and teachers in dealing with collaborative projects in the classroom. They envision that this experience will take the form of a “quest,” in which students will work together to solve a problem. -
Hedera: A personalized vocabulary database and readability gauge
Hedera facilitates the application of second language acquisition research to teaching and learning by enabling users to maintain custom lists of known vocabulary and analyzing texts to see what percentage of words the user knows. -
Teachly: A research project
Teachly was developed at the Harvard Kennedy School (HKS) to help faculty members teach more inclusively and effectively. The tool enables faculty to get to know their students and interact with them in a meaningful way through the robust data infrastructure. -
Making “Inclass” into a campus-wide educational technology app store
Awardee will scale the availability of the SEAS educational technology (edtech) app store across the University. -
Whiteness: An Ethnographic Question
Awardee will use an ethnographic lens to spark an interdisciplinary and intergenerational conversation on the role of whiteness in research, pedagogy, and institutional life. -
Development of Student-run Podcasts as an Innovative Learning and Communication Tool
Awardees will develop training workshops to teach students to communicate technical knowledge to broader audiences through podcasting. -
The Video Essay as a Learning Tool in Field Based Courses and Design Courses
Awardees will explore the video essay as an integrative teaching tool in field-based and design-oriented courses. -
Teaching Decision-Making through Experiential Learning and Personalized Practice Across Disciplines
Awardees will study how decision-making is taught and assessed across disciplines and disseminate effective teaching methods. -
Helping students and faculty to optimize preparation for the flipped classroom: using efficiency metrics
Awardee will use efficiency metrics to study the best preparation methods for a flipped classroom. -
SLab 2.0
With Advance Grant funding, Rehding established regular lab meetings to refine the goals of SLab 2.0, updated equipment in the lab to accommodate the increased usage of the space, designed a website to host a repository of digital projects and to highlight current student projects, and hosted masterclasses open to the Harvard community. -
AskUp: Improving learning and metacognition through learner-generated questions
Awardees will continue development of AskUp, a free, open-source studying and learning app that leverages evidence-based techniques to enhance learning, and will evaluate the efficacy of the application’s improvement to metacognition, self-directed learning, and class performance through small randomized trials.