SBIR/STTR Research Award

SBIR Phase II: Game-enhanced Interactive Physical Science

Award identifier fac34e3baa2aa4aa4f79f0376b43613ebc9ce4e90500b299caab7313516f7f7aAwarding agency National Science Foundation

Award amount

$500,000

Program and phase

SBIR · Phase II

Award year

2012

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Award details

Awarding agency
National Science Foundation
Branch
Not reported
Recipient company
Filament Games, Llc
Proposal award date
2012-09-15
Contract end date
2014-08-31
UEI
QD9NKDNMCL94
Solicitation number
Not reported
Topic code
EA

Research abstract

This Small Business Innovation Research (SBIR) Phase II project will produce a set of engaging educational video games and associated teaching compendiums for middle school physical science classrooms that are optimized for students with diverse sets of learning needs, including those with learning disabilities and reading difficulties, via the application of the Universal Design for Learning (UDL) framework. Educational video games are the next generation of technology-enhanced instruction, with a growing body of research suggesting that game-based learning helps students think systemically, collaboratively, and creatively about Science, Technology, Engineering, and Math (STEM), while creating interest and motivation toward these topics that extends beyond the classroom. The company targets middle school since this is the critical period when students may begin to disengage from STEM topics. The process of developing the games will include iterative input from educators and students from around the country, from focus groups to classroom observation. The efficacy of the resulting set of games will be evaluated in a formal field test. This test will also provide evidence of the value of UDL in designing educational technology tools. The resulting product will be available for purchase via the SBIR?s web store and distributed through the nation?s leading educational websites. The broader impact/commercial potential of this project is the development of a cutting-edge solution to a urgent need for more effective tools for teaching STEM subjects. The President's Council of Advisors on Science and Technology recently noted (2010) that while the United States remains at the top in STEM research, we are on the cusp of a stark decline over the next generation. American students are falling behind other countries in both STEM-related abilities and desire to enter scientific careers. By creating a game-centered physical science curriculum, teachers gain the tools they need to make STEM-subjects accessible and appealing to all students, building the next-generation's STEM workforce, and promoting scientific literacy among all citizens. Using the UDL framework and commercial-level production values, GIPS represents an important innovative to engage and empower students, including those who are disenfranchised by traditional STEM education methods. Indeed, advocates for students with disabilities point to the potential of UDL-enhanced games to increase the accessibility of learning materials for all students. This game-based learning solution will encourage students to apply the kind of creative thinking and ingenuity to STEM that will be the driving force behind the next generation of American scientific innovation.

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

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