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Institute of Education Sciences


IES Centers
Small Business Innovation Research

FY 2013 Small Business Innovation Research Awards

The IES Small Business Innovation Research (SBIR) program has awarded 20 contracts to small business firms in response to solicitations that closed February 5, 2013. These awards were in three categories as described below.

Phase II Awards (6)

Six Phase II awards were made in amounts up to $900,000 for 2 years. These projects will continue research and development of a prototype of an education technology product that was previously funded by a 2012 IES SBIR Phase I award. In the Phase II project the teams will fully develop the commercially viable product through an iterative process where students and teachers provide feedback to inform refinements, until development is complete. Near the conclusion of Phase II, the team will conduct a pilot study in schools to demonstrate the usability and feasibility, fidelity of implementation, and the promise of the product to improve students on the intended outcomes. The Phase II awards are:

Hall of Heroes: An Interactive Social Tutoring System to Improve and Measure Social Goals for Students in Preparation for Transition to Middle School
3C Institute for Social Development, Melissa DeRosier

Go Games Civics: Meeting Common Core Standards with Tablet-Enhanced Multiplayer Role Play Games
Filament Games, Beth Quinn

Handheld Technology for Speech Development in Students with Autism Spectrum Disorder
Handhold Adaptive, LLC, Robert Tedesco

Empires: The First Socially-Networked Story-Based Math Game
Imagine Education, Scott Laidlaw

Teachley: MathFacts Design and Development of Intervention Software for Promoting Single-Digit Operational Fluency
Teachley, LLC, Kara Carpenter

Numbershire II: Development of a Second Grade Game-Based Integrated Learning System to Target Whole Numbers and Operations in Base Ten and Operations in Algebraic Thinking Thought Cycle, LLC, Marshall Gause

Fast-Track (Phase I & II) Awards (3)

Three Fast-Track (Phase I & II) awards were made in amounts up to $150,000 for 6 months for Phase I and up to $900,000 for 2 years for Phase II. (Through the Fast-Track option, the Institute funds meritorious proposals for activities that cover both the Phase I and Phase II periods, thus eliminating a funding gap between Phase I and Phase II.) In Phase I these project teams will develop a prototype of an education technology product and conduct research on the usability and initial feasibility of that prototype. In the Phase II project the teams will fully develop the commercially viable product through an iterative process where students and teachers provide feedback to inform refinements, until development is complete. Near the conclusion of Phase II, the team will conduct a pilot study in schools to demonstrate the usability and feasibility, fidelity of implementation, and the promise of the product to improve students on the intended outcomes. The Fast-Track awards are:

Dynamic E-Learning to Improve Postsecondary Transition Outcomes for Secondary Students with High Functioning Autism
3C Institute for Social Development, Debra Childress

MISSION US: An Interactive Solution for Middle School History Learning
Electric Funstuff, David Langendoen

SCISKILLQUEST: A Standards-Based Game to Develop Students' Scientific Skills, Academic Mindsets, and Learning Strategies in Science
Mindset Works, Inc., Lisa Sorich Blackwell

Phase I Awards (11)

Eleven Phase I awards were made in amounts up to $150,000 for 6 months. These project teams will carry out the early stage development of prototypes of commercially viable education technology products to support student learning or to facilitate teacher practices. During the projects, awardees will conduct iterative research to inform refinements to the technology and pilot research to demonstrate the usability and initial feasibility of the prototypes in laboratory or education delivery settings. Phase I awardees will be eligible to apply for Phase II funding in Fiscal Year 2014. The Phase I awards are:

Dynamic Narrative Generation Software to Improve Social and Behavioral School Readiness Skills Needed for the Successful Transition to Grade School
3-C Institute for Social Development, Melissa DeRosier

ACCESS: Language Arts
Attainment Company, Carol Stranger

Virtual Research Assistant for Teachers
Eduvant, Benjamin Glazer

Infowriter: A Student Feedback and Formative Assessment Environment for Writing Information and Explanatory Texts
Common Ground Publishing, LLC, William Cope

World Explorador
CurriculaWorks, Lynn Krause

Web FluidMath
Fluidity Software Inc., Don Carney

Integrated System for Teaching and Assessing Online Information Research
Instagrok, Inc., Kirill Kiryev

Project Hi-Fi: Promoting High Fidelity of Screening and Progress Monitoring Assessments
Life Technologies, Stephen Fickas

Readorium Rising Reader: Smart Nonfiction Comprehension Software for Students in Grades 3-5.
Mtelegence, Harriet Isecke

Transmedia: Augmented Reality Game for Essential Transfer of Science
Second Avenue Software, Victoria Van Voorhis

Science4Us: Game-Based K-2 STEM Education For Teachers And Students
vKiz, Inc., Catherine Christopher