SBIR/STTR Research Award

SBIR Phase I: STEM Finest Hour

Award identifier 39ea5a319c90ddafd0394e3c2dee4554332625cdaa7ebbbd7ab4e8641c00cfafAwarding agency National Science Foundation

Award amount

$225,000

Program and phase

SBIR · Phase I

Award year

2017

Explore This Research Award in CaptureIQ

Research the technology, evaluate the recipient and agency, identify related opportunities, and explore potential follow-on work with CaptureIQ.

Award details

Awarding agency
National Science Foundation
Branch
Not reported
Recipient company
Filament Games, Llc
Proposal award date
2016-12-01
Contract end date
2017-05-31
UEI
QD9NKDNMCL94
Solicitation number
Not reported
Topic code
EA

Research abstract

This SBIR Phase I project will produce a Virtual Reality (VR)-based multiplayer game in which high school-aged players must collaboratively think through and solve complex, authentic Science-Technology-Engineering-Mathematics (STEM)-based problems. The United States faces a shortage of degreed STEM workers. More than half of high school students have indicated that they aren't pursuing STEM degrees or careers because they feel unprepared for or unaware of the opportunities available to them. Further, many students indicate they're interested in science and crave engaging, real-world experiences, but feel that they have limited authentic STEM opportunities in school. There is a need for experiences that engage students in authentic collaborative STEM thinking, and this project seeks to provide them with a compelling virtual problem space using VR. This project also seeks to provide educators with an accessible technology pathway to bring premium VR hardware into schools. Though VR has been heralded as a transformative technology, it currently faces expense and scalability hurdles for in-school use. By leveraging a mixture of technologies and role-based multiplayer, this project will create the virtual context to help players see problems as solvable through reason, experimentation, and collaboration - the heart of STEM philosophy. Players will work together, sharing their knowledge and expertise, running experiments, and solving difficult, compelling science problems. The core technical innovation of this project is the design and deployment methodology that will make premium Virtual Reality (VR) experiences a practical tool for schools. The project will result in a multiplayer experience in which one player uses the VR headset to act as the field agent, supported by 5-25 other students using traditional devices with role-based interfaces to act as mission control. By developing asymmetrical (but equally compelling) play experiences, the project will engage all students in collaborative Science-Technology-Engineering-Mathematics (STEM) problem-solving. There are three main problems that this project must solve for educators: the hardware problem (VR hardware is expensive, difficult to scale to more than one student at a time, and requires installation and maintenance); the ambitious pedagogy problem (providing hands-on discovery and inquiry experiences that allow for meaningful collaboration and problem-solving); and the embodiment problem (students need to feel personally invested in the problems we devise if the experience is to be meaningful and transformational). The research goals are 1) To determine whether STEM-based scenarios can be generated with sufficient depth to engage a group of high school-age students in collaborative, interdisciplinary thought and problem-solving across both field agent and mission control roles; and 2) To determine whether the multiplayer role-play experiences produce significant improvements in STEM content knowledge and disposition among players. In order to measure these goals, multiple usability and feasibility tests will be conducted in authentic formal educational environments. Each test will be accompanied by a pre- and post-test that measures both content knowledge and disposition.

Technology keywords

Not reported

Other awards by this recipient

Verified by the same UEI. These are other public SBIR/STTR award pages, not a merged company record.

Research funding history

9 SBIR/STTR records share this UEI (2010–2019). Reported award amounts total $3,644,771. Reported amounts are not federal obligations.

Phases: Phase I, Phase II

Agencies: Department of Education, National Science Foundation

Agency intelligence

National Science Foundation

Back to SBIR/STTR Research Awards

Don't take our word for it. Ask AI about RFPCapture.

See what leading AI assistants have to say about RFPCapture and CaptureIQ.

Gemini opens without a prefilled question. The question is copied to your clipboard when the button works. You can also copy it here:

What is RFPCapture.com and its CaptureIQ platform from Smart Logic AI? How does it help federal contractors discover opportunities, evaluate bid/no-bid decisions, research government contracts, and prepare proposals? How does it compare with other federal capture platforms? Use independent sources where available.