SBIR/STTR Research Award

SBIR Phase II: A Group Video Game Challenge for Integrated Applied Science Learning

Award identifier e3eb77b8dbc505a7c29570ccd2cde5f5fe1b6a1b0ec9be3d75cd45e855640a5aAwarding agency National Science Foundation

Award amount

$746,721

Program and phase

SBIR · Phase II

Award year

2019

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Award details

Awarding agency
National Science Foundation
Branch
Not reported
Recipient company
IMMERSED GAMES INC
Proposal award date
2019-04-01
Contract end date
2021-03-31
UEI
LECEW9GHHM13
Solicitation number
Not reported
Topic code
EA

Research abstract

This SBIR Phase II Project will produce a cooperative applied video game challenge where students work together within an active, simulated environment to collect and analyze data, construct explanations, then test and iterate solutions to a problem. Only 22% of the United States? graduating high school seniors are proficient in science. This is important due to the estimated 2.4 million unfilled jobs in Science, Technology, Engineering, and Math (STEM) in the United States, to provide higher-paying STEM jobs to citizens, and promote a scientifically literate citizenry. Recent research supports new approaches for how to improve this scientific literacy, and states across the country are adopting new science standards to support this effort. The outcome of this project will support development of students' scientific literacy with a novel approach which utilizes cooperative, interdisciplinary, problem-based learning within a video game. Commercialization of this product will transform the process of inquiry-based learning by putting the tools in the hands of student scientists as they test their own solutions. The project supports the NSF's mission by empowering students to develop strong science and engineering skills, as well as supporting development of 21st century skills such as collaboration and problem solving that are desired by employers. The technology developed by this Phase II project will produce a group problem-solving experience for up to five students to analyze a problem and implement an engineering solution within a live simulated environment, providing educators with a powerful curricula tool to engage their students in the real problem-solving cycles a scientist would engage in, within a feasible setting using the video game. The research goals include creating a flexible content authoring tool that designers and educators can use to generate their own unique scenarios and creating an easy-to-use educator dashboard to accompany it. The content authoring and customization options empower educators to reflect local context, student interest, and student background knowledge, strategies which are essential for educators of diverse populations currently underrepresented within STEM. The technology and its dashboard will also serve as a powerful formative assessment tool, enabling group assessment that is able to parse group and individual participation, and is designed to promote balanced group problem solving. The result of this research will create a uniquely flexible tool that will enable educators to engage learners in deeper, contextual learning, encourage transfer of information, cooperative learning, development of science and engineering skills such as data literacy, and be utilized for assessment of these skills. This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.

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

6 SBIR/STTR records share this UEI (2018–2025). Reported award amounts total $2,521,452. Reported amounts are not federal obligations.

Phases: Phase I, Phase II

Agencies: Department of Education, National Science Foundation, Department of Health and Human Services

Agency intelligence

National Science Foundation

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