Research abstract
Abstract: The US has many more health science STEM jobs available than qualified workers to do them. We
also lag other OECD nations in math and science skills. Better STEM education is needed that engages,
prepares, and inspires K-12 students—especially under-represented groups. 21st Century STEM jobs require
solid STEM content knowledge along with problem-solving/critical thinking skills and teamwork. Collaborative,
game-based bioengineering learning experiences have the potential to meet these STEM-related needs and to
prepare more people of all types for health science jobs. However, innovations are required to boost
implementation, reduce cost, and enhance authenticity/realism and K-12 student engagement. A key aspect of
our STEM deficit is our failure to give students foundational math/science skills and to convey their real-world
relevance. Project-based learning (PBL) and engineering in K-12 can achieve this, but is currently limited by
instructional time, teacher training, project resource costs, and difficulty in evaluating engaging, project-based
experiences. Research shows that team STEM collaboration and application to community problems improve
STEM outcomes—especially for under-represented groups. Yet access to programs and experiences that meld
these two features with instruction is limited; common PBL lacks sufficient realism for upper-level high school
learning; and innovative, cost-effective solutions that are self-paced, easy to implement, and that support
collaboration are not yet available. In response to these needs, this multi-phase SBIR project will capitalize on
strong preliminary work/data to develop, validate, and commercialize a game-based bioengineering tool called
Mimetics and Medically Inspired Classroom Engineering (MiMCRE). As envisioned, it will employ applied math
and science in the design, analysis, and simulation of bioengineering- and biomimicry-focused projects. Students
will collaboratively design prosthetics, apply math and science models to evaluate them, and then 3D-print and
test outcomes in the real world. MiMICRE will be sold into high school, post-secondary, and informal Ed. markets.
Our STEM application team will work with bioengineering, diversity, and evaluation consultants and engineering
software industry partners to pursue three proof-of-concept Phase I Aims: 1) Show the feasibility of integrating
commercial tools for CAD and computational analysis with a game-based bioengineering environment for STEM;
2) Show the functionality of a biomedical engineering project in MiMICRE to engage teams of students, support
prototyping, and connect to NGSS and CCSS math standards; and 3) Test MiMICRE with students. Success in
verifying usability via a System Usability Score, feasibility of implementation by completing challenges during
typical class sessions, and time, support for effective collaboration using group interaction and digital design-
sharing, and improved outcomes with statistically significant knowledge increases will set the stage for a larger
Phase II demonstration—during which we will add to the diversity of biomimetic/bioengineering projects, add
support for post-secondary applications, refine the prototype, and conduct more-rigorous MiMICRE evaluation.Project Narrative
Over three-quarters of todayandapos;s ten fastest-growing occupations require a background in science, technology,
engineering, and mathematics (STEM), yet nearly two-thirds of U.S. students entering high school scored below
the proficient level in math on the 2017 National Assessment of Educational Progress; furthermore, women,
African Americans, Hispanic Americans, and disadvantaged individuals continue to be underrepresented as a
percentage of the STEM workforce. Innovative, affordable project-based STEM education is needed in high
schools to engage, inspire, and prepare all students (and especially underrepresented groups) with 21st Century
STEM skills, realistic and authentic simulation tools, and collaboration skills, so that increased representation is
possible for all students in STEM-based health science careers. The overall goal of this project is to develop,
test, and commercialize MiMICRE, a game-based bioengineering design tool that will more effectively teach
math and science to all high school students through a gamified, project-based learning platform.
Verified by the same UEI. These are other public SBIR/STTR award pages, not a merged company record.
Verified by an exact topic code match. This is not a text-similarity match.
9 SBIR/STTR records share this UEI (2016–2023). Reported award amounts total $5,129,215. Reported amounts are not federal obligations.
Agencies: Department of Education, Department of Health and Human Services, National Science Foundation, Department of Agriculture