SBIR/STTR Research Award

SBIR Phase I: Trains of Thought, a novel game-based learning curriculum module to teach STEM and entrepreneurship skills

Award identifier f8e752dbb11f3c6e47c90f56c1abe030b18543637656a0d3ce3586150ed3424bAwarding agency National Science Foundation

Award amount

$149,966

Program and phase

SBIR · Phase I

Award year

2014

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Award details

Awarding agency
National Science Foundation
Branch
Not reported
Recipient company
CHARLES RIVER ANALYTICS, INC.
Proposal award date
2014-01-01
Contract end date
2014-06-30
UEI
DD1BYN8SN355
Solicitation number
Not reported
Topic code
EA

Research abstract

This SBIR Phase I project proposes to design and demonstrate the feasibility of Trains of Thought, a novel game-based learning curriculum module to teach STEM (science, technology, engineering, and mathematics) and entrepreneurship skills to high school students. This project has significant intellectual merit. US kindergarten through twelfth grade (K-12) STEM education is falling behind global standards (National Science Board, 2007; US Department of Labor, 2007), and current educational practice is not doing enough to prepare our students to compete in the global economy. Trains of Thought explores new applications of game-based learning to this problem. The approach combines (1) proven educational research in preparation for future learning (Schwartz & Martin, 2004) and guided experiential learning with scaffolding (Hmelo-Silver, Duncan, & Chinn, 2007); (2) an existing, popular, open source business simulation video game; and (3) artificial intelligence experience management (Weyhrauch, 1996), (Roberts, 2011), (Mott & Lester, 2006) to balance educational objectives with engaging gameplay, maintaining a sense of flow. The project builds upon emerging educational research results to develop a fundamentally new methodology for game-based learning. If successful, this effort should set new standards for the use of games for teaching STEM and entrepreneurship in K-12 classrooms. The broader/commercial impact of the proposed research, curriculum module, and accompanying game software can help to reverse the trend of declining US STEM and entrepreneurship education. This effect directly supports our future business leaders in driving American innovation and our nation's long-term economic prosperity. The transformative concept of effective game-based learning has the potential to reach out to under-represented demographics in STEM-based entrepreneurial businesses - including women, African-American, Hispanic, and Latino populations - by providing students new ways to engage, interact, and learn from core educational content. The knowledge gained from the proposed effort also has significant implications to the scientific and educational communities for the design and application of game-based learning. Our principles, methods of development, and evaluation outcomes may form a model for developing additional curriculum modules on a variety of subjects, therefore increasing effectiveness of US STEM and entrepreneurship education in a wider context. These results may also spur new research efforts to refine and extend our findings in game-based learning, creating more effective STEM and entrepreneurship education in future efforts.

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

961 SBIR/STTR records share this UEI (1984–2026). Reported award amounts total $386,500,110. Reported amounts are not federal obligations.

Phases: Phase I, Phase II, Phase II – Direct to Phase II

Agencies: Department of Defense, National Aeronautics and Space Administration, Department of Health and Human Services, Department of Homeland Security, Department of Transportation, Department of Energy

Agency intelligence

National Science Foundation

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