More than $2.4 million available through new 'Innovations in Education' program; proposals due by March 30
Primary Topic Channel: Grants
Aiming to reinvent undergraduate computer science and engineering programs through the use of technology, Hewlett-Packard Co. (HP) is accepting proposals from colleges and universities for a new grant program called "HP Innovations in Education"--and more than $2.4 million in cash and equipment is available.
The company seeks proposals from two- or four-year colleges and universities that offer courses that lead to degrees in engineering, computer science, or information technology. Grant projects must explore the innovations that are possible where teaching, learning, and technology intersect within one of these three disciplines--with the ultimate goal of "re-imagining undergraduate engineering education," HP says.
"With a global economy that interconnects every country around the world, the demand for highly qualified high-tech professionals increases. Attracting students into and graduating students from high-quality, high-tech degree programs is a growing challenge," the company explains.
"Evidence is emerging that the effective use of technology, combined with exemplary teaching, can positively [affect] student academic outcomes. ... The HP Innovations in Education grant recipients will become a global network of educators around the world who are designing the future of undergraduate high-tech education."
HP plans to award about 10 grants to public or qualified private colleges or universities in the United States. Each grant is valued at more than $240,000 in HP technology, cash, and professional development.
Proposals should describe how technology will be used to enable innovations in four key areas:
1. Leadership Capacity--creating a global network of administrators and key faculty who implement innovative approaches to curriculum, instruction, and the use of technology to enhance undergraduate learning and research.
2. Digital Learning Environments--using technology to fundamentally redesign the learning experience in ways that lead to increased student engagement and academic success; this can include innovations in online learning, virtual worlds, gaming for learning, and simulations, for example.




