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Award details
- Awarding agency
- Department of Health and Human Services
- Branch
- National Institutes of Health
- Recipient company
- OBJECTIVE ED, INC.
- Proposal award date
- 2021-06-01
- Contract end date
- 2022-05-31
- UEI
- JEPHNDSLXKE1
- Solicitation number
- PAR20-244
- Topic code
- 500
Research abstract
Project Summary/Narrative
Sonic Math Fundamentals to improve STEM skills for students with vision impairments.
Research shows that children can, and should, engage in science, technology, engineering, and mathematics (STEM)learning, even in the earliest years of life. Mathematics is often the underpinning of the other STEM disciplines because itserves as a language for science, engineering, and technology.
The visual nature of mathematics results in students who are blind or have low vision (BLV) performing extraordinarily low
in STEM. Even simple STEM concepts such as addition and subtraction can be challenging for BLV children because
these concepts require understanding of the number line, a spatial concept. Hence, students who are visually impaired are
often denied the opportunity to pursue STEM-related careers because they have not fully developed the pre-requisite skills
that allow them to compete alongside their sighted peers. In turn, society is denied the benefits that a diverse workforce
could bring to all facets of STEM employment.
While Interactive Digital Media (IDM), such as tablet-based math game apps, are commonly and effectively used toimprove STEM for sighted children, they are visual in nature. The learning materials developed for these tools are rarelyaccessible to BLV students. ObjectiveEd’s long-term goal is to develop materials that will allow BLV students to useIDM effectively. In turn this will allow BLV students to have the option to pursue a STEM education path and career,resulting in increased diversity in the STEM fields.
This SBIR project has three aims for Phase 1: Aim 1: Define requirements and develop game specification for early mathskills based on Common Core State Standards (CCSS) by consulting with a variety of STEM-focused teachers, mathcurriculum experts and university researchers specializing in the education of students with visual impairments. Aim 2:Create two prototype skill-building math games for BLV students. The games will be accessible using both tactile andsonic feedback, hence its name: Sonic Math Fundamentals. Students can use the apps in both in-classroom and out-of-classroom settings. Teachers will be able to monitor each student’s progress in mastering skills remotely, using a web-based dashboard. Aim 3: Evaluate the digital game prototype for BLV students’ engagement and increased math skills.Evaluation will involve collecting data through pre- and post-game assessments using a CCSS toolkit, game-playanalytics including correct vs. incorrect scores, and structured interviews of teachers and students.
Study Sample: We will recruit 15 BLV students enrolled pre-kindergarten or kindergarten classes. According to teacherreport, the students will not have in mastered shape identification or the number line concept. In our recruitment we willseek to recruit students from different ethnic and socio-economic backgrounds balancing for gender and level of visual
impairment.
Sonic Math Fundamentals aligns with an education objective of this Funding Opportunity Announcement, as it addressesstudent STEM career choice starting with pre-kindergarten and the research objective, as it develops new educationproducts that will advance STEM-based gaming for an underserved student population.Project Narrative
Students who are blind or have low vision (BLV) perform poorly in math, the underpinning of
STEM, due to the visual nature of many math concepts, including basic concepts like the number
line.
This Phase I project will determine the feasibility of learning these concepts through tablet-based
math games that are accessible through sonic feedback from finger movements, which may be
new for the BLV student, along with tactile raised-dot feedback from finger movements, which
is how a BLV student reads braille.
Mastering visual concepts through non-visual methods will enable BLV students to pursue a STEM
education path and career, resulting in increased diversity in the STEM fields.
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.
Awards with the same topic code
Verified by an exact topic code match. This is not a text-similarity match.
Research funding history
14 SBIR/STTR records share this UEI (2021–2025). Reported award amounts total $4,327,944. Reported amounts are not federal obligations.
Phases: Phase I, Phase II
Agencies: Department of Health and Human Services, National Science Foundation, Department of Education
Agency intelligence
Department of Health and Human Services
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