Mission: The Cyprus Interaction Lab (CIL) at the Cyprus University of Technology is a pioneering interdisciplinary research lab specializing in Educational Technology and Human Computer Interaction. The lab, founded in 2011, focuses on creating real-world impact through innovative research and community engagement. Their mission is to design cutting-edge technologies that enhance learning, communication, collaboration, and social inclusion. They prioritize understanding the role of technology in diverse contexts, aiming to facilitate digital transformation and empower individuals and communities through education and skill development.
Objective: The lab`s objectives encompass several key areas. Firstly, to conduct innovative research in Educational Technology and Human Computer Interaction, aiming for excellence and contributing valuable insights to academic and professional communities. Secondly, to prioritize community-centric design, ensuring their technology solutions are user-centered, culturally sensitive, and accessible to diverse populations. Thirdly, to focus on translating research findings into practical applications that address societal needs, working closely with stakeholders and policymakers. Additionally, the lab emphasizes digital literacy and upskilling, providing training and resources to empower individuals and organizations. The lab promotes collaboration by fostering partnerships with academic institutions and industry partners, facilitating knowledge exchange and joint research projects. Furthermore, the lab contributes to educational excellence by integrating innovative technologies into teaching and learning environments. Lastly, the lab advocates for the importance of technology in education, raising awareness and encouraging informed decision-making and policy development. The lab also fosters a culture of continuous learning and professional development among its researchers, students, and staff, ensuring their expertise remains relevant in the rapidly evolving fields they operate in.
Description: Programmable robot designed to be a complete STEM teaching resource for coding and robotics education for students from 4 to 16 years of age
Description: Computer that plugs into a computer monitor or TV, and uses a standard keyboard and mouse. It is a capable device that enables people of all ages to explore computing, and to learn how to program in languages like Scratch and Python
Description: Open-source electronics platform based on easy-to-use hardware and software. Arduino boards are able to read inputs – light on a sensor, a finger on a button, or a Twitter message – and turn it into an output – activating a motor, turning on an LED, publishing something online.
Description: 3D printing allows educators to design rich learning experiences for deep theoretical constructs that bring learning from computer screens into students’ hands.