Educational Technologies

Educational Technologies

Education Technology refers to an area of technology devoted to the development and application of tools (including software, hardware, and processes) intended to promote education.

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A platform that allows teachers, counselors and parents to follow student's adjustment behaviors.

This project, the winner of the 2020 EmPOWER Air Data Challenge from the US EPA creates an online tool for exploring relationships between coal power plant emissions, wind currents, and local health impacts. 

Seeking mentorship and advice is a key activity in a graduate student’s career development, specifically when transitioning from academia, and looking for job opportunities. While multiple sources of career-related information are available to…

Before the onset of the pandemic, we used to be able to visit public places, like library and cafes, where we could work and enjoy the atmosphere of having others around. But then the pandemic hit, and with it came remote work where many were…

BEAMS is a virtual reality rhythm game that encourages its players to engage with their bodies in novel and playful ways, expanding player perception of possible movements by disrupting proprioceptive patterns and offering an enjoyable, immersive…

This project aims to reduce the barriers present in grandchild-grandparent communication by developing a messaging tool which encourages users to exchange tidbits from each of their lives, cultures, and  generations. Additionally, this tool can…

Designing a curriculum builder that provides curated resources to learning the fundamentals of visual design.

Art education for young learners (K-2) can be especially difficult in remote schooling situations due to the lack of feedback on fine motor tasks like cutting with scissors. Our Chameleon Clippers use two line sensors and an Adafruit Itsy Bitsy…

MS-HCI Master Project-Partnered with Children's Museum of Atlanta, our project aims to develop a water play that educates children under 12 years old with a limited knowledge base about concepts of plastic pollution and the protection of ocean…

We are investigating how to design design informal learning experiences to engage families in learning about artificial intelligence (AI). This work has progressed in multiple stages.
Stage 1 - Defining AI Literacy: We conducted an…

This project, the winner of the 2020 EmPOWER Air Data Challenge from the US EPA creates an online tool for exploring relationships between coal power plant emissions, wind currents, and local health impacts.

The Convergence Innovation Competition (CIC) is a unique competition open to all Georgia Tech students and is run in both the Fall and Spring semesters. Each year the categories in the CIC are defined by our Industry partners who provide…

CopyCat and PopSign are two games that help deaf children and their parents acquire language skills in American Sign Language. 95% of deaf children are born to hearing parents, and most of those parents never learn enough sign language to teach…

Our project develops a mobile teaching tool for cisgender Greek fellows/allies that promotes empathy-building in relation to their transgender and nonbinary peers. The tool aims towards the cisgender members of Greek life on Georgia Tech's campus…

Georgia Tech is developing two online tools to help employees with disabilities and their employers figure out what types of accommodations (e.g., assistive technologies, strategies, universal features) might help them perform their jobs. Work…

Most public sources reporting air quality data either present the value without sufficient supports for deeper exploration of multiple pollutants or are robust data repositories that are too technical to be accessible to non-scientific audiences…

This study will be focused on studying and developing teaching and technological supports to facilitate remote art instruction and art museum exhibits in K-2 education.

Non-representational art--such as works by Wassily Kandinsky, Joan Mitchell, Willem de Kooning, etc.--showcases diverse artistic expressions and challenges viewers with its interpretive open-endedness and lack of a clear mapping to our everyday…

Examinator automatically compares pairs of take-home exams to select which should be manually checked for plagiarism.

Fossil VR is a virtual reality tool that allows students to accompany a paleontologist into the field to find fossils and make observations and inferences about their findings.

The purpose of this study is to evaluate the design of a system to help people manage email overload. The system visualizes data of addresses sending emails to the user’s Gmail account, and allows the user to block or filter messages from listed…

Augmenta11y is an Augmented Reality (AR) app that helps people with learning disabilities like dyslexia easily read textual material in the real world using their smartphones and tablets. By giving users customizable font styles, background…

For my master's project, I designed In Tune - a tool to improve 1-1, online piano lessons for beginner to intermediate students and their teachers. My design enhances the connection and collaboration between a teacher and a student and helps them…

As part of the Cognitive Empowerment Program, our team in the Everyday Computing Lab uses in-home technology to learn more about Mild Cognitive Impairment and how it affects adults.

LuminAI is an interactive art installation in which participants can improvise movement together with an AI dance partner that is projected onto a screen. The virtual agent segments users‚Äô motion into gestures. The agent learns these gestures…

An interactive fiction game, looking at the labor dynamics in a clothes factory, one of the first factories to be set up in the U.S.

Shape Machine is a new computational technology that fundamentally redefines the way shapes are represented, indexed, queried and operated upon. The technology solves the problem of shape matching in vector graphics for lines and arcs and for the…

Dino-Store is a persuasive game that was designed to use gamification way to communicate with people and raise awareness on COVID-19. The game's setting is grocery shopping and the mechanic indicates that how different protection strategies, such…

This project is focused on designing a tangible and auditory periodic table educational tool for visually impaired and sighted students.

As part of the Jill Watson Suite of Tools for Education, Agent Smith enable anyone to build their own agents.

The STEAM Playground is an augmented reality fraction learning experience with storytelling and tangible artifacts. With help from the Georgia Department of Education, we pinpointed student issues with learning and comprehending fractions and…

Accelerating scientific discovery using AI technologies.

Using AI to understand the spread of COVID-19 is part of accelerating scientific discovery using AI technologies.

Accelerating scientific discovery using AI technologies.

IBM CEO Ginni Rometty discussing "Jill Watson" (an AI teaching assistant) with Dr. Ashok Goel. It has been said that Jill Watson is the most famous teaching assistant in the world. Jill's origin actually is quite humble. She was conceived in…

A human teaching assistant discusses "Jill Watson" (an AI teaching assistant). It has been said that Jill Watson is the most famous teaching assistant in the world. Jill's origin actually is quite humble. She was conceived in summer 2015 with the…

Visual analogies on intelligence tests.

The Wearable Technology Designer's Web Tool WTDWT is a tool that leads designers / developers through a series of questions about their wearable technology project. The questions are designed to force designers to think of all options at the…

TuneTable is a project exploring how to increase interest in and promote learning about computer programming through music in informal learning spaces. XyloCode is the most recent design iteration in this project. XyloCode is an interactive…