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Institute of Education Sciences

Using Game-Based Technologies for Civic Education

It is clear that civic education is a priority in the United States. All U.S. states require students to take a civics or government course and many provide opportunities for students to perform community service or service learning to practice active citizenship.

Screenshot of ECO

However, reports illustrate that many young people are not being adequately prepared as citizens. For example, in the most recent National Assessment of Education Progress (NAEP) in Civics only one-quarter of students reached “proficient” in knowledge of key facts on the U.S. Constitution or the functions of government.

Amid calls to strengthen civic education, IES has funded several interventions that are leveraging technological innovation and game design to engage students. These projects are mainly funded through two IES programs—the Small Business Innovation Research (SBIR) Program and Education Research Grants in Education Technology.

Among the projects IES has funded:

  • ECO (pictured above) is a game-based virtual environment where students collaboratively build a shared civilization and, in the process, apply democratic skills such as making rules and laws, analyzing data, and deliberation (watch video);
  • Discussion Maker is a role-playing game where students debate a civic issue, such as freedom of speech. The technology assigns each student a role, facilitates analysis and using evidence to make an argument, and organizes face-to-face debates and deliberation (watch video);
  • GlobalED2 is a role-playing game addressing a simulated global crisis (e.g., major oil spill or water scarcity) where students act as representatives of different countries governments. Students analyze the issue from the perspective of their country and negotiate with other countries to create a solution (watch video);
  • EcoMUVE is a 3D multi-user virtual pond or forest environment where students apply inquiry-based practices to understand causal patterns in ecological science (watch video); andScreenshot of Up from the Dust
  • Mission US’s Up from the Dust (pictured right) is a historical fiction adventure style game where students take on the role wheat farmers during the Great Depression in Texas 1929, and in doing so guide decisions by learning about the interaction of agriculture, the environment, and how government policies affect the economy (watch video).

Specific design elements of these games offer new ways to stimulate young people’s civic knowledge, skills, and engagement. For example:

All of these interventions employ game-based learning to motivate and engage students in new ways. For example, ECO is an unscripted “sandbox” where students create unique and personalized worlds, while Up from the Dust follows an adventure-based historical story. GlobalED2 and Discussion Maker employ role-playing and EcoMUVE guides inquiry-based virtual and real-world exploration.

Additionally, these programs all seek to build citizenship skills with cross-disciplinary content. For example, ECO, EcoMUVE, and GlobalED2 focus building citizen-science skills such as inquiry and analysis; Discussion Maker can apply content from almost any course within democratic debate; and Up from the Dust immerses students in a storyline with history, economics, and government concepts.

At the same time, these interventions also promote collaborative civic learning by simulating democratic processes for a whole class of students, both virtually and face-to-face. In ECO, students collaborate to create their own government with which they need to maintain through rules and laws. Discussion Maker and GlobalED2 use analysis, deliberation, and debates for individuals and groups of students. In EcoMUVE, students can conduct inquiry-based learning within the virtual environment. In Up from the Dust students engage in group discussions after gameplay to assess how specific decisions influenced results.

Several of these games also allow for feasible classroom implementation of what would otherwise be complex interventions. For example, some of the interventions provide real-time cues to students as they progress through the game, allowing a teacher to focus on facilitating overall instruction rather than coordinating every step of the game for every student.

To learn more about these projects, and to learn more about upcoming funding opportunities for the research and development and evaluation of technologies that support civic learning, visit the IES website or follow IES on Facebook and Twitter @IESResearch

Ed Metz is a Research Scientist at IES, where he leads the SBIR and the Education Technology Research Grants programs. 

ED/IES SBIR Awards: Funding the Next Generation of Education Technology

Images of SBIR Phase II ProjectsFor more than a decade, the Department of Education’s Small Business Innovation Research program, operated out of the Institute of Education Sciences, has funded projects to develop education technology designed to support students, teachers, and administrators in general or special education. The program, known as ED/IES SBIR, also focuses on the commercialization after development is complete so that the products can reach schools and be sustained over time. It’s research, with a start-up mentality.

In recent years, millions of students in schools around the country have used technologies developed through ED/IES SBIR funding, such as products by Filament Games, Sokikom, Agile Mind, and Mindset Works, to name a few.

This week, IES announced 18 ED/IES SBIR program awards for 2017. Of these awards, 11 are Phase I awards to develop and test a prototype, and seven are Phase II awards to fully develop and evaluate an education technology product in classrooms and schools. (See a video playlist of Phase II projects below)  

The new awards cover topics across math, science, engineering, reading, support social and behavioral development, and several are building platforms to inform decision-making by teachers and administrators. Several projects are pairing software with hardware-based technologies, such as Virtual Reality, 3D-printing, and Wearables.

The new awards also continue to fund projects in two major categories – learning games and dashboards for teachers and administrators.

Learning Games

For the past seven years, about half of ED/IES SBIR awards have focused on the development and evaluation of learning games (click here for a playlist). Continuing that trend, more than half of the 2017 ED/IES SBIR awards are for game-based technologies. Examples include:

  • Phase II awardee Schell Games and Phase I awardee Electric Funstuff are building games for use with Virtual Reality headsets so that students can engage with academic content in immersive 360-degree environments;

  • Phase II awardee Parametric Studios is creating a “makerspace” engineering simulated environment with a 3D-printer;

  • Phase II awardee Fablevision is developing a fractions game with an adaptive component that auto-adjusts in difficulty to meet the competency level of individual students;

  • Phase II awardee Spry Fox is building in-game supports and using rewards and competition to drive game play in teaching vocabulary to struggling middle school students and English Learners; and

  • Phase I awardees MidSchoolMath and Happy People Games are using story-based narrative to engage students and apply learning, while Fokus Labs and Safe Toddles are creating prototypes employing wearable devices paired with a game component to improve performance.

Dashboards for Teachers and Administrators

Many of the newly funded projects are developing a dashboard component populated with data and information to generate reports that teachers and administrators can use to guide instruction and decision making. Examples include:

  • Phase II awardee Analytic Measures is developing an automated speech recognition technology to assess students’ oral fluency in real-time with a dashboard to provide reports to inform teacher instruction;

  • Phase II awardee Future Engineers is developing an open online platform that generates lists of engineering and maker-based projects for students in K-12 classrooms.

  • Phase I projects by Story World, Strange Loop Games, TutorGen, Simbulus, and Myriad Sensors are creating prototypes of dashboards to provide teachers formative assessment results on student performance with reports to guide instruction; and 

  • Two projects focus on platforms for schools administrators – a Phase II project by EdSurge to inform the selection process for technology for school improvement and a Phase I project by LiveSchool to generate reports on student behavior across classes and school.

Stay tuned for updates on Twitter and Facebook as IES continues to support innovative forms of technology.

Written by Edward Metz, program manager, ED/IES SBIR

 

See How IES is Supporting Technology-Delivered Assessments

For decades, student assessments have looked the same: multiple-choice or short-answer questions administered with pencil and paper, with all students receiving a common group of questions. Today, innovations in assessment design, greater understanding in the learning sciences, and new technology have all contributed to the way that assessments are administered and taken, and how the resulting information is shared with teachers, students, and families.

Since 2002, the Institute of Education Sciences (IES) has made more than 100 awards for the development of new assessments that are driven and delivered through technology.  The awards were made to a mix of academic researchers, entrepreneurial firms, and larger education research organizations. All of the projects included a rigorous research and development process, with studies to validate that assessments are measuring what is intended and pilots to test the promise of the technologies for improving student learning outcomes.

To highlight some of the technology-delivered assessments, IES has created YouTube Playlists that feature 57 videos in seven areas:

The assessments highlighted are delivered via mobile apps or through web-based computers and administered for different purposes. Some are diagnostic assessments used to screen students at the start of a new unit or year to identify areas where students struggle or areas to target with intervention. Many serve as performance assessments to determine how well students analyze information and draw conclusions when engaging in complex scenario-based activities. Others are summative assessments used to measure student performance during and at the end of the school year. Many also include a formative assessment component that adjusts based on the level of performance, and are designed to provide feedback and cues to students to inform the learning process.

A good number of the assessments are administered as simulations, games, scenarios, and puzzles, allowing for complex challenges where students can demonstrate mastery of knowledge and skills. Several enable new opportunities for assessment through the application of technological advances, such as natural language processing and machine-learning, read-aloud stories, fast-paced tasks that require students to respond, and speech recognition programs. Many save classroom time because the assessments are self-administered, and teachers benefit from the automatic grading as students go.  Most of the assessments also provide teachers information to guide practice through data dashboards or generated reports. Several of the assessments are already being used in school around the country.

Below are highlights from each of the playlists. It is important to note that none of assessments highlighted are wide enough in scope or configured to measure the full depth and breadth of State learning standards. Therefore, they are not sufficient to replace statewide summative assessments used for accountability and reporting purposes.  Collectively, however, the examples highlight the promise of technology-delivered assessments to improve and expand on existing approaches for measuring student learning and social and emotional skills, and for informing teacher instruction.  

Mathematics and Science

ASSISTments is web-based mathematics platform that assesses and then provides immediate feedback to students in grades 3-12, and generates teacher reports use to inform instruction. 

SimScientists is a simulation platform that formatively and summatively assesses science inquiry skills and knowledge aligned to middle school Next Generation Science Standards. 

Reading and Writing

RAPID is an adaptive literacy diagnostic and summative assessment system for students in Kindergarten through grade 12. 

Revision Assistant provides automated sentence-level in-line feedback to students during writing tasks aligned to Common Core State Standards. 

Social and Emotional Development

VESIP is a web-based simulated environment that measures the ability of students in grade 3-7 to interpret social cues which research demonstrates are needed to resolve conflicts. 

Early Learning

The School Readiness Curriculum Based Measurement System provides universal screening, benchmarking, and progress monitoring in language, literacy, mathematics, and science, for students in Pre-K and Kindergarten students. 

English Learning

ONPAR assesses the science and mathematics content knowledge and skills of English- and Spanish- speaking students using hyperlinks and animations to make questions accessible to all students. 

Tools for Teacher Practice

CLASS 5.0 automatically analyzes classroom discourse (student and teacher talking during class) and provides reliable profiles to guide and optimize how teachers lead instruction. 

Students With Disabilities or At Risk for Disabilities

NumberShire is a game-based mathematics intervention for students with, or at risk for, disabilities in Kindergarten through Grade 2. The game embeds instructional supports such as providing explicit, systematic, and frequent instruction, goal setting, and allowing students to work at their own pace. 

AnimalWatchVi Suite is an iPad app covering pre-algebra mathematics for middle and high school students with visual impairments. The app includes accommodation tools such as problem narration, audio hints, braille, and tactile graphics to provide accessible assessment. 

Written by Edward Metz, ED/IES SBIR program manager and IES Education Technology topic program officer.

Awards to Accelerate Research in Education Technology

The Institute of Education Sciences (IES), in partnership with the Small Business Administration (SBA), has made awards to two U.S.-based accelerators – organizations that provide support to technology developers and researchers in the development and launch of new innovations. They are among 68 awards made under SBA’s 2016 Growth Accelerator Fund Competition

The $50,000, one-year awards are designed to support accelerators in building the capacity of education technology small businesses to conduct research in the development and evaluation of new innovative products.

The Role of Accelerators in Education

Accelerators fill an important role in the fast-growing, education technology ecosystem by offering a “one-stop shop” for small businesses looking to advance their research and development, and commercialization processes. For example, accelerators assist with idea formation and market analysis, software development, licensing and copyright planning, networking, manufacturing, raising investment funds, and getting the products tested by schools.

However, not many education accelerators provide assistance to developers in conducting rigorous and relevant education research. Because start-ups typically do not employ or partner with education researchers, many new technologies are often not iteratively developed and refined based on feedback from students and teachers or evaluated for promise or efficacy in improving education outcomes. The lack of research-based information often leaves school practitioners without the information they need to guide decision making on whether to adopt a new intervention.

To help strengthen these areas, the U.S. Department of Education/IES partnered with SBA to create a new topic in this year’s Growth Accelerator Fund Competition—Education Technology Research. This topic called for applications from accelerators with plans to support developers in conducting education research, including research to inform concept idea development, research to test prototypes and inform refinements, and pilot studies to evaluate the promise and efficacy of fully developed technologies. Applications were reviewed by a panel of expert judges. The two awards were made to the following accelerators:

  • Virginia-based Jefferson Education, which will build a foundation for a national education researcher database to connect entrepreneurial developers to a qualified education research partners. The database will facilitate the creation of partnerships to carry out a wide range of research studies, from case studies to inform the development of a new intervention to experimentally designed studies of the education outcomes of fully developed technology interventions.
  • California-based New Schools Ignite/WestED Research Partnership, which will create a website with free resources and information on the role of different forms of research across the lifespan of a technology intervention, training and assistance in research methods, and with opportunities to conduct research in education settings. The funding will also be used develop data collection and analysis systems to help entrepreneurs understand the impact and effectiveness of the technologies housed within the accelerator.

Along with building the research capacity of developers, the awardees will disseminate information to developers about IES programs that fund research, development and evaluation, including the ED/IES Small Business Innovation Research program and the IES Research Grants Programs in Education Technology for Education and Special Education.

For more information about how IES is supporting the development of education technology, visit the IES website or follow us on Facebook and Twitter.

Five ED/IES SBIR Companies Win National Industry Awards for Innovation

The U.S. Department of Education’s Small Business Innovation Research (SBIR) program at the Institute of Education Sciences (ED/IES SBIR) has served as a catalyst for the research and development of innovative technology that seeks to transform how and where students learn.

In 2016, the program continues to be recognized for spurring innovation, with five companies winning national awards and recognition for their ED/IES SBIR-developed technologies.

In June, Strange Loop Games’ Eco won the Climate Change Challenge at the Games for Change Festival in New York City. Eco is a multi-player environment where students collectively work to build a virtual ecosystem. The game provides students the opportunity to see how individual and collective decisions and actions affect their environment and climate.

In May, mtelegence’s Readorium won the Best Reading/English/Language Arts Solution through the Software & Information Industry Association’s (SIIA) CODiE program. Readorium is a web-based intervention that provides engaging content and games to middle school students to improve reading comprehension of science content.

Science4us, in May, won the best Science Instructional Solution through the SIIA CODiE program, and won THE Best Science Program through the BESSIE awards in April. Science4Us is a web-based game and simulation platform that provides foundational science learning opportunities for students in Kindergarten through Grade 2.

Also in May, Electric Funstuff’s Mission US won the Website Gold from the Parents' Choice Awards. In 2016, Mission US was a finalist for three other awards, including Best Learning Game at Games For Change, Outstanding Interactive Series through the Daytime Emmy Awards, and Best Web Game through the Webby Awards.  Mission US, which is partially funded by ED/IES SBIR, is a series of tablet-based interactive role-playing game that immerses 5th through 9th grade students in history.

In February, Querium was recognized as one of the 10 Most Innovative Education Technology Companies of 2016 by Fast Company Magazine. Querium is developing the Stepwise Virtual Tutor, which is a mobile and desktop virtual tutor that provides real-time assessments and support to middle and high school students in Algebra.

For information on more ED/IES SBIR supported companies that have won awards and been recognized for innovation in technology, check out the program’s News Archive. Stay tuned for updates on ED/IES SBIR on Twitter and Facebook.

About ED/IES SBIR: The Small Business Innovation Research program at the Department of Education’s Institute of Education Sciences funds firms and partners to develop commercially viable technology products to improve student learning or teacher practice in regular and special education.  ED/IES SBIR emphasizes rigorous research to inform the development process and to evaluate whether products show promise for delivering on the intended outcomes.