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Sarah M. Belousov
Project Manager, RI
No longer a member of RI.
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Past Projects
 
Assistive Educational Technology
This project seeks to design, create, implement, test, and deploy interactive computer games and automated tutoring systems to motivate and enhance the education of children who are visually impaired or deaf.
Education e-Village
To address the need for relevant, accessible and useful resources to enhance technology education in developing regions, TechBridgeWorld initiated Education e-Village (E-Village). E-Village is an online community where educators from around the world can share ideas, experiences, expertise, educational resources, and strategies to promote and enhance technology education. The concept for E-Village began with an introductory robotics course co-taught at Ashesi University in Ghana. Partnerships with educators from universities around the world have greatly impacted research on this project. The E-Village prototype was designed based on educator feedback from universities in Bangladesh, China, Ghana, the Philippines, Thailand, the United Kingdom and the United States
iSTEP
iSTEP (innovative Student Technology ExPerience) is a unique internship program that provides Carnegie Mellon University students with the opportunity to conduct technology research projects in developing communities. Started in 2009 by the TechBridgeWorld research group, iSTEP is a rigorous and competitive 10-week internship program that requires the involvement of students with high levels of dedication, team work, cross-cultural adaptability, initiative and academic achievement.
NavPal
Safe and independent navigation of urban environments is a key feature of accessible cities. People who have physical challenges need practical, customizable, low-cost and easily-deployable mobility aids to help them safely navigate urban environments. Technology tools provide opportunities to empower people with disabilities to overcome some day-to-day challenges.
TechCaFE
TechCaFE provides educators with simple and customizable tools to make learning fun for students. Through TechCaFE we are creating a suite of culturally and socially relevant computer and mobile phone based tools for enhancing English literacy skills among children and adults. This includes CaFE Teach, a web-accessible tool that teachers use to create and modify customized content for their students. Students can access and learn from the content added by teachers via CaFE Web, a web-based practice tool, or CaFE Phone, a mobile phone game. Current work on this project involves developing CaFE Play, which would serve as a platform for developers to create applications that incorporate teacher content within the context of games designed with the specific user population in mind.