SBIR/STTR Research Award

Building a classroom game economy to improve mathematical reasoning and prepare K-5 students for success in STEM learning

Award identifier 443296483a192acdc8e1b0ae41f8169cc7f1ac90fb0dd56d996158af8ad4ff2bAwarding agency Department of Health and Human Services · National Institutes of Health

Award amount

$989,429

Program and phase

SBIR · Phase II

Award year

2019

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Award details

Awarding agency
Department of Health and Human Services
Branch
National Institutes of Health
Recipient company
TEACHLEY, LLC
Proposal award date
2019-03-08
Contract end date
2021-02-28
UEI
NATULVSV4VX6
Solicitation number
PAR18-402
Topic code
500

Research abstract

There is an enormous need for qualified people to pursue careers in STEM (Noonan, 2017). However, the lack of a strong foundation in mathematics means students are less likely to pursue STEM majors and careers (Chen, 2013; Griffith, 2010; Huang, Taddese, andamp; Walter, E, 2000; Kokkelenberg andamp; Sinha, 2010; Lowell et. al., 2009). Students from low-income families, women, and underrepresented minorities are also less likely to major in STEM (Bettinger, 2010; Griffith, 2010; Hill, Corbett andamp; Rose, 2010; Kokkelenberg andamp; Sinha, 2010). Improving math learning in the elementary grades is important to ensure children have the essential foundational skills and strong self-efficacy beliefs to be able to succeed with later mathematics and pursue careers in STEM. With this Fast-Track grant, Class Store ( CS ) , we propose to transform the way in which students learn Number and Operations in Base Ten. CS will be an engaging, commercially available, classroom-based economy game for tablets and Chromebooks that focuses on multi-digit operations. CS will encourage conceptual understanding and build math self-efficacy for students in grades K-5 within the context of a digital, classroom-based marketplace. Within the game, students will create stores, craft objects to sell, engage in selling/purchasing transactions, and work together to increase the value of the economy. In addition, the game will utilize artificial intelligence (AI) to detect strategies students use and help teachers facilitate rich mathematical discussions thereby enhancing students’ reasoning skills. Outcomes. The proposal will encourage three main outcomes, namely: 1) algorithms for detecting math strategies students use, 2) a discussion support dashboard, and 3) algorithms for predicting at-risk status. A key research aim is to determine whether the software can predict math strategies students use and detect which students are at-risk academically as compared to standardized assessment data, which will help teachers intervene appropriately. The discussion support dashboard will help to promote rich mathematical discussion, thereby improving students’ mathematical justification and conceptual understanding. The engaging game will bolster students’ motivation and self-efficacy in mathematics. Improving students’ academic outcomes and self-efficacy in base ten during elementary school will promote later success in high school mathematics. Since the number of advanced math classes students take is correlated with likelihood to complete a STEM degree, (Chen, 2013) a distal outcome of this proposal is increasing students pursuing careers in STEM.There is an enormous need for students majoring in the fields of Science, Technology, Engineering and Mathematics (STEM), yet lacking a strong foundation in mathematics makes students, especially women, minorities and those from low-income backgrounds, less likely to pursue careers in STEM. Class Store will bolster students’ mathematics abilities, including mathematical reasoning and self-efficacy, in the foundational area of Number and Operations in Base 10 in the short and long term. This will, in turn, lead to several positive distal outcomes, such as increased STEM majors and careers.

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

16 SBIR/STTR records share this UEI (2012–2023). Reported award amounts total $9,491,627. Reported amounts are not federal obligations.

Phases: Phase II, Phase I

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

Agency intelligence

Department of Health and Human Services

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