Hi, I am Sai Gattupalli.

My research develops effective, inclusive, and engaging educational programs.

Welcome to my personal website, where I share my latest work and research on culture, technology, writing and education.

This is like Facebook, but without the annoying ads, politics, and your weird uncle's conspiracy theories.

PhD Defense scheduled for December 2024.

I am on the job market for Fall 2024.

Seeking research and faculty training opportunities to leverage my expertise in AI literacy, culturally responsive pedagogy, and innovative instructional design to create transformative learning experiences.


Research Statement

My research at the intersection of culture, technology, and learning focuses on advancing inclusive, equitable, and innovative education. By exploring culturally responsive education, STEM learning technologies, AI literacy, math problem-solving, and instructional design, I aim to develop solutions that enhance the effectiveness and engagement of educational programs for diverse learners. My goals are rooted in broadening STEM participation, advancing computing literacy, supporting developing economies, and promoting equitable access to education, ultimately empowering individuals and driving social progress in the 21st-century global economy.


More about me

I am Sai Gattupalli, PhD Candidate in Math, Science and Learning Technologies (MSLT) in the Department of Teacher Education and Curriculum Studies (TECS). #UMassAmherst College of Education.Masters degree from #MerrimackCollege.
Thesis topic: Instructional Technology
As a researcher at the Advanced Learning Technologies Lab and an instructor of college writing, I am committed to promoting ethical and responsible AI use to create transformative learning experiences for all.


Discover my latest contributions to learning sciences:


CultureOS Blog

aka

The Sanskriti Blog

aka

personal blog

Writing, once a hobby, now serves as a powerful tool to communicate my research and insights on the Future of AI in Education. Join me on this exhilarating journey as we explore thought-provoking perspectives and work towards a more inclusive and technologically empowered educational landscape.


Groundbreaking Projects: Shaping the Future of Math and Computing Education

As the frontend developer of Wearable Learning, an immersive online platform for computing education, I am at the forefront of cultivating computational thinking skills in K-12 students. My research delves into the intricacies of learner culture, unlocking the keys to effective and nuanced educational experiences.

I also develop two transformative math literacy initiatives: Usable Math for elementary learners and MathSpring for older grades and adult education.

These projects go beyond math problem-solving, integrating storytelling and creative expression into the learning journey.

UPCOMING: JUNE 2024

Meet me at ISLS 2024! I am presenting at the University at Buffalo in June.

Excited to share my research at ISLS 2024 in Buffalo, NY this June! Join me as I present my latest findings on the Cultural Signatures Model in educational game design. Looking forward to engaging discussions and collaborations with fellow researchers and educators passionate about transforming learning experiences.


april, 2024

Math Learning Through Problem Solving and Design

Usable Math at the New England ISTE (NEISTE). Hosted by Gaby Richard-Harrington, NEISTE President.


MARCH, 2024

Broadening Youth Participation in STEM at the HBGC

Continued collaboration with the Holyoke Boys and Girls Club, MA with Dr. Arroyo's Team.


January, 2024

Great teachers create more teachers 🇮🇳

Reconnected with our high school mentor, Mr. Kalyan, after 20+ years. His impact endures in us all. Here’s a snapshot of our meeting – a tribute to his lasting influence. Let’s keep his lessons alive!


october, 2023

Usable Math at MassCUE Fall 2023 Conference!


OCTOBER 2022

Future of AI in Education

The National Science Foundation (NSF) - funded Personalized Adventures in Learning (PAL) Workshop hosted by UMass Amherst CICS Research Professor Beverly Woolf, PhD, EdD.

Read synthesis on my blog


Readership dashboard

See global distribution of my scientific work, research spread, reader geo, and most popular downloads. Powered by bepress.


Thank you for visiting my new site, where each project and update reflects my unwavering commitment to revolutionizing education through innovation and empowerment.I built this site using Carrd.

april, 2024

How to: Multimodal Texts

A resource for UMass Amherst ENGLWRIT 112 Students.


april, 2024

Poets' Playful Pursuit

As the instructor, I was thrilled to welcome UMass Amherst College of Education faculty Robert Maloy and Sharon Edwards as guest speakers to my college writing class, where their dynamic creative poetry writing workshop proved a game-changer, inspiring students to explore various poetic styles and discover that engaging writing is an art everyone can master.


MARCH, 2024

Physics is everything.

Interactive Cosmic Phenomenon with P5.js

No degrees in physics; only an enthusiast!


november, 2023

Developing a Culturally Responsive Coding Scheme for Educational Game Design


september, 2023

New Writing Instructor Cohort!


Research

Research Interests and Goals

The Cultural Signatures Model, a Cultural Markers Analytical Instrument for Educational Game Design (Gattupalli et al., 2024).

My research on culturally responsive education, STEM learning technologies, AI literacy, math problem-solving, and instructional design can help your institution develop more effective, inclusive, and engaging educational programs that cater to diverse learners and prepare them for success in the 21st-century global economy.

  • Culturally Responsive Education: I am deeply invested in understanding how learners' cultural backgrounds influence their educational experiences and outcomes. By examining the nuances of learner culture in various contexts, I aim to develop effective and inclusive learning experiences that cater to diverse student populations.

  • STEM Learning Technologies: My research focuses on harnessing the power of technology to enhance STEM education. Through projects like Wearable Learning, I explore how game-based learning, embodied cognition, and computational thinking can be leveraged to engage students and improve their understanding of complex STEM concepts.

  • AI Literacy and Prompt Literacy: As artificial intelligence becomes increasingly prevalent in education and society, I am committed to promoting AI literacy and prompt literacy among learners and educators. My work investigates the impact of large language models and generative AI on education, aiming to equip individuals with the skills necessary to effectively interact with and leverage these technologies.

  • Math Literacy and Problem Solving: I am passionate about developing innovative approaches to math education that emphasize problem-solving, creative expression, and real-world applications. Through initiatives like Usable Math and MathSpring, I seek to make math learning more engaging, accessible, and relevant for students of all backgrounds.

  • Instructional Design and Learning Analytics: My research delves into the design and evaluation of effective instructional strategies and learning environments. By leveraging learning analytics and data-driven insights, I aim to personalize learning experiences, optimize student outcomes, and empower educators to make informed decisions.

Broadening Participation in STEM with WearableLearning Computing Literacy Platform. Picture from Jammikunta, India taken August 2022.

Broader Societal Impact

My research goals are deeply rooted in addressing broader societal issues and challenges, especially for developing economies such as India and Argentina. I am committed to:

  • Broadening Participation in STEM: By developing culturally responsive educational technologies and inclusive learning environments, I aim to increase the representation and success of underrepresented groups in STEM (science, technology, engineering and math) fields. This includes initiatives like Project Badi, which supports underserved communities in rural India with essential educational resources.

  • Advancing Computing Literacy: In an increasingly digital world, computing literacy is a critical skill for success. Through projects like WearableLearning and EdSutra, I strive to make computing education more accessible, engaging, and relevant for learners of all ages and backgrounds.

  • Supporting Developing Economies: Education is a key driver of economic growth and social progress. By collaborating with international partners and organizations, I aim to leverage educational technologies to support learning and skill development in developing economies, empowering individuals and communities to thrive in the global knowledge economy.

  • Promoting Equitable Access to Education: I am dedicated to addressing educational inequities and ensuring that all learners, regardless of their socioeconomic status, geographic location, or cultural background, have access to high-quality learning opportunities. Through open educational resources, online learning platforms, and community outreach initiatives, I work towards making education more inclusive and accessible for all.


"Culture is the widening of the mind and of the spirit."

– Jawaharlal Nehru

ABOUT ME

Professional Background

Education

  • Ph.D. Candidate in Math, Science, and Learning Technologies (MSLT), University of Massachusetts Amherst (Expected 2024)

  • Dissertation: "The Cultural Signatures Model: A Pathway to Culturally-Responsive Game Design in Computing Education"

  • MS in Management Sciences, Instructional Delivery and Technology, Merrimack College (2017-2018)

  • BS in Computer Sciences, Osmania University, India (2005-2008)


Work Experience

  • Research Assistant, Advanced Learning Technologies Lab, UMass Amherst (2019-Present)

  • Webmaster for various educational projects (WearableLearning, Mathspring, IAALDE) (2019-Present)

  • Developer and Math Content Creator, Usable Math Online Math Tutor (2022-Present)

  • Instructional Technology Specialist, Merrimack College (2018-2019)

  • Global Datacenter Operations, HCL Technologies, India (2012-2015)

  • End User IT, IBM (2010-2012)


Teaching Experience

  • Teaching Associate, Englwrit 112: College Writing, UMass Amherst (2023-Present)

  • Vocational Programming, OSINT, and AI Prompting Instructor, EdSutra Online Learning (2021-Present)

  • Research Mentor, Early Research Scholar Program (ERSP), UMass Amherst (2021, 2022)


Research Interests

  • AI Literacy and Prompt Literacy

  • STEM Learning Technologies

  • Multicultural and Global Education

  • Game-based Learning and Mobile Learning

  • Science Communication

  • Mixed Methods Research

  • Instructional Technology

PROJECTS

WearableLearning

Research-based educational technology platform that engages students and teachers in math learning and computational thinking through game design and physically active math gameplay. The platform, open to grades 4 and up, allows students to play mobile math games, design their own games, pose math problems, and program them using a no-code programming language. Developed with learning science principles at its core, WearableLearning aims to improve computing education through embodied learning (mind-body) and game-based learning techniques.


Usable Math

Usable Math (formerly 4mality) is a digital playground for math learning through problem-solving and design. The platform provides interactive problem-solving practice for 3rd through 6th-grade students learning mathematical reasoning and computation through creative writing, no-code slideshow design, and human-AI collaboration. Usable Math features four coaches – Estella Explainer, Chef Math Bear, How-to Hound, and Visual Vicuna – who offer reading, computation, strategy, and visual strategies for solving math problems. The platform aims to teach mathematics concepts and problem-solving skills based on the Massachusetts Mathematics Curriculum Framework and the Common Core State Standards for Mathematics while supporting ISTE Standards for Students.


MathSpring

MathSpring is a free, equitable, and AI-based smart math tutor for grades 4 and up, backed by National Science Foundation grants. The platform has helped over 50,000 students across the United States, with users showing a 30% improvement in accuracy on MCAS problems after just one hour of instruction/usage. MathSpring offers 24/7 math help via intelligent learning companions, instant access to lessons, and real-time progress reports for students and parents. The platform provides live dashboards for teachers to monitor student performance and emotional analysis, aiding in understanding student progress and suggesting when and who needs further assistance. MathSpring incorporates socio-emotional learning (SEL) and adopts Common Core literacy standards to personalize instruction based on students' recent performance.


Edsutra

Edsutra empowers global young minds with cutting-edge computing, cybersecurity, and climate literacy skills through tailor-made courses taught one-to-one online by real human PhD scientists. Open to grades 4 and up, Edsutra offers courses such as Programming Guru, OSINT/CyberSec Guru, Climate Guru, and AI Prompt Master. The courses are designed to foster a love of learning and empower young learners to drive progress and make a positive impact on the world through education. Edsutra's teaching philosophy is based on learning by doing, promoting both technological knowledge gains and attitude shifts towards complex yet crucial 21st-century literacy skills.


Project బడి (Project Badi)

Empowering Underserved Communities with Instructional Supplies

Project బడి (pronounced "Project Badi," with "Badi" meaning "school" in Telugu) is a nonprofit organization providing classroom and instructional supplies for KG-10th government school teachers in Telangana State, India. The project's mission is to advance equity in the public school system, inspire healthier educational communities through professional learning networks, empower classrooms to prepare tomorrow's graduates, and provide educational opportunities for all, regardless of gender, race, religion, or ethnicity. Project బడి is fully committed to supporting the United Nations Academic Impact (UNAI) Sustainable Development Goals and Principles, including "Education for All."


"Education is the most powerful weapon which you can use to change the world."

– Nelson Mandela

Research & Publications

updated: April, 2024

Publications and Research Output

  1. Maloy, R. W., & Gattupalli, S. (2024). Prompt literacy. EdTechnica, 209-215. https://doi.org/10.59668/371.14442

  2. Gattupalli, S. S., Edwards, S. A., Maloy, R. W., & Rancourt, M. (2024). Correction to: Designing for Learning: Key Decisions for an Open Online Math Tutor for Elementary Students. Digital Experiences in Mathematics Education, 1-1. https://doi.org/10.1007/s40751-023-00128-3

  3. Gattupalli, S. (2024). The Art and Science of Promptgramming. Educational Technology Commons, 9. https://doi.org/10.7275/mk13-q340

  4. Gattupalli, S., & Maloy, R. (2024). On Human-Centered AI in Education. Educational Technology, Social and Philosophical Foundations of Education. https://doi.org/10.7275/KXAP-FN13

  5. Gattupalli, S., Maloy, R. W., & Edwards, S. (2023). Comparing teacher-written and AI-generated math problem solving strategies for elementary school students: Implications for classroom learning. https://doi.org/10.7275/8sgx-xj08

  6. Gattupalli, S. S., Edwards, S. A., Maloy, R. W., & Rancourt, M. (2023). Designing for Learning: Key Decisions for an Open Online Math Tutor for Elementary Students. Digital Experiences in Mathematics Education, 9(3), 476-491.

  7. Gattupalli, S., Lee, W., Allessio, D., Crabtree, D., Arroyo, I., Woolf, B., & Woolf, B. (2023). Exploring pre-service teachers' perceptions of large language models-generated hints in online mathematics learning. https://ceur-ws.org/Vol-3487/paper10.pdf

  8. Gattupalli, S., Chakravarty, P., Jones, F. (2023). 5 Interactive Climate Change Education Tools to Wow Your Students. Open Education Conference 2023 Advancing open education practices, Inverness. https://altc.alt.ac.uk/blog/2023/02/5-interactive-climate-change-education-tools-to-wow-your-students/

  9. Gattupalli, S., Gattupalli, S., & Talluri, G. (2023). Enhancing Indic Children's Tales with Dall-E 3 AI Imagery Panchatantra: The Story of the Crows and the Owls. https://scholarworks.umass.edu/cgi/viewcontent.cgi?article=1003&context=education_presentations

  10. Gattupalli, S. (2023). Developing a Culturally-Responsive Coding Scheme for Game Design. University of Massachusetts Amherst. https://scholarworks.umass.edu/educationworkingpapers/11/

  11. Rasul, I., Crabtree, D., Castro, F., Poh, A., Gattupalli, S. S., Kathala, K. C. R., & Arroyo, I. (2023). WearableLearning: Developing Computational Thinking Through Modeling, Simulation, and Computational Problem Solving. Proceedings of the 17th International Conference of the Learning Sciences. https://doi.org/10.22318/icls2023.829827

  12. Edwards, S., Maloy, R. W., & Gattupalli, S. (2023). Usable Math: Open Online Tutor for Elementary Math Learners, Teachers and Families. Elementary Education Commons, 11.

  13. Edwards, S., Maloy, R. W., & Gattupalli, S. (2023). Elementary Students Designing Math Learning Slideshows with NoCode NoCost Programming Tools.

  14. Gattupalli, S., Chakravarty, P., Chakravarty, U., & Arroyo, A. (2023). WhatsApp Communities: Educational Use Cases. International Conference on Advanced Learning Technologies 2023 (ICALT), 94-96. https://doi.org/10.1109/ICALT58122.2023.00033

  15. Lee, W., & Gattupalli, S. (2023). Theories and Practices of Emotion, Movement, and Embodiment in Mathematical Learning.

  16. Gattupalli, S., Maloy, R. W., Edwards, S., & Gearty, A. (2023). Prompt Literacy for STEM Educators. Enhance your Teaching and Learning with Generative AI. https://doi.org/10.7275/bxk0-af51

  17. Maloy, R. W., Gattupalli, S., & Edwards, S. (2023). A Tai-the-Math Historian AI-Enhanced Time Travel Adventure!. University of Massachusetts Amherst.

  18. Gattupalli, S., & Martalock, P. (2023). The Creative Thinking & Learning Studio: A Catalyst for STEAM-based Adult Learning. https://doi.org/10.7275/ab68-4v75

  19. Maloy, R. W., Gattupalli, S., & Edwards, S. A. (2023). Developing Usable Math Online Tutor for Elementary Math Learners with NoCode Tools.

  20. Maloy, R. W., Edwards, S., Gattupalli, S., & Shea, S. (2022). Usable Math. University of Massachusetts.

  21. Gattupalli, S., Castro, F. E. V., Arroyo, I., Bogs, O., & Seiche, G. (2022). Exploring Cross-cultural Differences in Student Game Designs for WearableLearning. Proceedings of the International Conference of the Learning Sciences, 16. https://dx.doi.org/10.22318/icls2022.1221

  22. Lee, W., Allessio, D., Rebelsky, W., Satish Gattupalli, S., Yu, H., Arroyo, I., ... & Woolf, B. P. (2022). Measurements and interventions to improve student engagement through facial expression recognition. International Conference on Human-Computer Interaction, 286-301. https://doi.org/10.1007/978-3-031-05887-5_20

  23. Chakravarty, P., Gattupalli, S., & McGinty, S. (2023). Climate Change and Modern Education: Preparing for a Sustainable Future.

  24. Gattupalli, S., & Trust, T. (2019). Multimedia Design. EdTech Books. https://edtechbooks.org/webdesign/multimediadesign


"Stand on the shoulders of giants."

– Isaac Newton