IES Blog

Institute of Education Sciences

Funding the Next Generation of Education Technology and Assessment

Games and other education technology are increasingly being used as a way to engage students in learning and support the work of teachers and educational leaders. The Institute of Education Sciences is proud to have been a part of this growth through its Small Business Innovation Research Program (ED/IES SBIR).

In recent years, thousands of schools around the country have used technologies developed through ED/IES SBIR funding, such as products by Filament Games, Fluidity Software, Zaption, and Mindset Works, to name a few. The program emphasizes a rapid research and development (R&D) process, with rigorous research informing iterative development and evaluating the promise of products for improving student outcomes. ED/IES SBIR also focuses on the commercialization after development is complete so that products can reach schools and be sustained over time.

This month, IES announced its 2016 awards, supporting 14 products covering a range of topics and forms of technology. Read about the awards here.


WATCH: YouTube Playlist of ED/IES SBIR PHASE II Awardees


The new awards continue two recent trends—developing new forms of assessment and applying next-generation technology for use in the classroom.

Emerging Forms of Assessment

All of the 2016 Phase II awards (for full-scale development) and several Phase I awards (for prototype development) are building technologies that center on assessment.

  • Using Phase II awards, Brainquake and Querium are fully developing adaptive engines to assess student performance on standards-aligned topics in mathematics and provide feedback to students and teachers to improve performance and practice. Teachley and Apprendis are building platforms to organize student performance data and generate reports to inform teacher instruction. And 3C Institute is developing a website for special education teachers to assess and track the social and emotional development of students diagnosed with High Functioning-Autism Spectrum Disorder.
  • Using Phase I awards, Analytic Measures is developing a prototype of an app to measure grade school student’s oral reading fluency and Early Learning Labs is developing a screening assessment for teachers of children who are Spanish-English Dual Language Learners.

The assessment trend echoes the broader movement in the field, and at ED, highlighted by the Every Student Succeeds Act, which calls for new forms of digital assessments, and the National Education Technology Plan, which includes a section on assessment.

Trend 2: Developing the Next Generation Technologies to Schools and Classrooms

Modern technological advances have transformed how we work and live every day.  For educators, the challenge is how to take advantage of next generation technologies in order to improve education. In the current group of Phase I awardees, many developers are seeking to make this happen.

  • Schell Games is integrating a virtual reality headset within a game so that students can do immersive chemistry experiments;
  • Spry Fox and Fablevision are developing mobile app-based learning games;
  • Parametric Studios is developing an engineering and design platform that incorporates a 3D-printer.
  • Analytic Measures is using automated speech recognition technology to assess students oral fluency in real-time; and
  • Two projects are building web-based platforms to organize user-generated content to inform practice.  Future Engineers is developing a platform to facilitate engineering design challenges and EdSurge is building a platform to support administrators in selecting technology tools to support school improvement.  

More Opportunities for Innovation in Education

SBIR is not the only IES funding program that feeds the R&D and evaluation pipeline.  The grants programs in Education Research and Special Education Research  support developers across the arc of a project lifespan – from basic research to test theories to inform concept ideation, to development and refinement of interventions or assessments, and for efficacy evaluations to test fully developed interventions in schools.  All awards are multi-year with funding levels varying from $1.4 million for development to $3.3 million for efficacy evaluations.

The Low-Cost, Short Duration Evaluation of Education Interventions supports rigorous evaluations of education interventions (including technology) over a short period. For developers, this program provides the opportunity to strengthen the research-base for existing technology products over the course of a school year. All awards are for up to one year and $250,000. The Request for Applications for Fiscal Year 2017 for these programs is now open, with a submission deadline of August 4, 2016. 

Stay tuned for updates on Twitter (@IESResearch) as IES projects drive innovative forms of technology.

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

Developer of IES-Funded App Named an “Innovator to Watch”

By Dana Tofig, Communications Director, IES

Congratulations to one of our IES Small Business Innovation Research (SBIR) grantees, who has been named one of eight innovators to watch by Smithsonian Magazine.

Grace Wardhana, of Kiko Labs, developed the idea for Kiko’s Thinking Time, while watching her child, who she says was “obsessed with the iPad.” She wanted to turn that tablet time into learning time. With experience at Microsoft and McKinsey, a Master’s degree in science and engineering from Stanford, and a MBA from Harvard Business School, Grace got to work developing the app.

In 2014, she applied for and received a Phase I SBIR grant to develop a prototype of Thinking Time and in 2015, was awarded Phase II funding.  Smithsonian Magazine included Wardhana as one of eight “scientists, musicians, artists, and educators” to “expect great things from” in 2016. About Thinking Time, author Emily Matchar wrote that it “was developed in collaboration with Harvard and Berkeley neuroscientists and is aimed at helping children develop executive function—the skills of memory, focus and self-regulation necessary for success in school, work and beyond.”

You can watch a YouTube video to learn more about Thinking Time and also get more information on the IES website

PHOTOS
- Top of page--Grace Wardhana, of Kiko Labs. Source: https://www.kikolabs.com/about-us 
- Screenshot of Kiko's Thinking Time app

A Night to Play and Learn

By Dana Tofig, Communications Director, IES

It was an event that had the feel of an arcade, but the heart of a schoolhouse.

The Ed Games Expo on Wednesday, December 9, 2015, hosted 45 developers who are building games for learning that are designed to engage students across a variety of topics and subject matters. One-third of the games on display at the Expo are supported by the Institute of Education Sciences Small Business Innovation Research (ED/IES SBIR) program, which provides awards to companies to improve the use of technology in education.

Photo by Lauren Kleissas

(Photo by Lauren Kleissas)

"Games are inherently engaging," said Brooke Morrill, an educational researcher at Schell Games. "A student may or may not be interested in a topic matter, but it doesn't matter. They are engaged in the game."

Schell Games was demonstrating a prototype of "Happy Atoms," a game that combines hand-on resources with technology to create an interactive learning experience. Users can use create atom models with balls and sticks; similar to the way it’s been done in Chemistry classes for generations. But using an app equipped with vision recognition software, users can scan the model they've built to see what they've created or if they've made any mistakes. The app then connects to curriculum-aligned content about the molecule and how it is used in the real world.

Happy Atoms (pictured below) was a long-time pet project of the company's CEO, Jesse Schell, who is a vanguard in the educational gaming industry. However, the company didn't have funding to put a full-time team on the game's development. In 2014, Schell received a Phase I funding from ED/IES SBIR to develop a prototype and, earlier this year, received a Phase II award to further develop and evaluate Happy Atoms.

"We wouldn't be where we are without our IES funding," Morrill said.

A few tables away, the Attainment Company was demonstrating ED/IES SBIR-supported technology that is designed to build the reading, comprehension, and writing skills of special education students. For instance, Access: Language Arts is an app and software designed to allow middle school students with intellectual disabilities to read adapted versions of the books their peers are reading (like The Outsiders and the Diary of Anne Frank) while building their writing skills and even engaging in research.

 

"We know many students, especially those with autism, are motivated by technology because of the consistency it provides," said Pamela J. Mims, an assistant professor of special education at East Tennessee State University, who is working with Attainment on Access: Language Arts.  "We collected a lot of data on this and we see a lot of engagement."

Engagement is a big part of what drove John Krajewski, of Strange Loop Games, to develop ECO, another game that has received Phase I and II funding through ED/IES SBIR. Krajewski calls ECO a “global survival game,” in which students work together to build and maintain a virtual world for 30 days.

“You are trying to build up enough technology for your society, but in the process you can pollute and damage this world to the point it could die on its own,” Krajewski said. “You have to make decisions as a group about what has to be done in this world.”

In order to preserve the world, players have to pass laws that will protect resources while allowing society to continue to develop. For example, students might decide to limit the number of trees that can be cut down each day. Then, they can use graphs and data to see the impact of their laws and the health of their world. ECO not only builds an understanding about ecology and environmental science, but it builds real-world skills, like collaboration, communication, and scientific conversation and debate.

Krajewski said the funding from ED/IES SBIR not only allowed the project to be developed, but was a vote of confidence that allows ECO to be accepted in the field.

“IES has given us total runway to make this thing happen, which is awesome,” he said.

ED/IES SBIR is now soliciting Phase I proposals from firms and their partners for the research, development, and evaluation of commercially viable education technology products. You can learn more on the IES website

 

ED Games Expo 2015: Showcasing ED/IES SBIR-Supported Games for Learning

Game-based learning is gaining popularity as more and more young people and adults play and learn from games in and out of the classroom. Well-designed games can motivate learners to actively engage in challenging tasks, master content, and sharpen critical thinking and problem solving skills. The meteoric rise and popularity of mobile handheld and tablet devices has enabled game-playing anywhere and at any time, providing expanded opportunities for game developers.

In recent years, the Small Business Innovation Research program at the Institute of Education Sciences has supported the R&D and evaluation of many games for learning.  Other SBIR programs across the Federal government are also investing in games for learning across education, health, and the military.

The ED Games Expo is an annual event. This year the Expo is showcasing 45 developers (including 15 supported by ED/IES SBIR) who created games for learning. At the Expo, attendees will meet the developers while playing games that cover a range of topics – including earth science, ecology, chemistry, math, early learning, social and emotional learning, smoking cessation, mental health, stress resilience, or cultural awareness.

Event Details

  • Date: Wednesday, December 9, 2015, from 6PM to 8PM 
  • Location: In Washington DC, at 1776, 1133 15th St. 12th floor
  • RVSP: rsvp@theESA.com
  • Note: The Expo is sponsored by 1776 and the Entertainment Software Association and is free to attend. Please RVSP to ensure entry to the event, as space is limited. 

 

 

Questions? Comments? Please email us at IESResearch@ed.gov.

The Nexus Between Teaching and Research: What I Learned Working on an IES Grant

 

Samuel Choo is a doctoral student at the dissertation stage in the Department of Early Childhood, Special Education, and Rehabilitation Counseling at the University of Kentucky (UK). In this blog post, he describes how working on an IES grant gave him first-hand experiences in planning and carrying out research in schools. He also discusses how these research experiences helped him understand the important connections between research and teaching.

How did you get started working on this IES research project?

The first I heard of IES was six years ago as a resource room teacher at a middle school. Dr. Brian Bottge, who is now my doctoral adviser, was awarded a NCSER grant to test the effects of Enhanced Anchored Instruction (EAI) on the math performance of middle school students. My school was randomly assigned to the EAI group. The project staff did a good job of teaching us how to implement EAI in our resource rooms. Soon after teaching with the new curriculum, I noticed that my students were much more motivated and engaged than they had been. In fact, they looked like they were actually enjoying math! Posttest scores showed positive results in favor of the new curriculum.

And so this experience as a teacher got you more interested in research?

Yes! The next year I applied to the UK doctoral program. I joined Dr. Bottge’s IES grant team as a research assistant where I learned how classroom-based research is planned and conducted. I had many opportunities to participate in the research experience. In my case, I helped train math and special education teachers, observed classrooms and assessed research fidelity, provided teachers with technical support, assisted in scoring tests, and worked on data entry and analysis. Project leaders also asked me to suggest revisions to the daily lesson plans based on my experiences teaching with EAI the year before.

Can you talk more about your developing research interests related to math education?

After the grant ended and after I finished my doctoral coursework, I went back to teaching in North Carolina, where I taught low performing middle school students in a Title I resource room. I ran my own pilot studies using what I had learned while teaching with EAI as both a research participant and research assistant. To help offset the cost of materials for my first study, I was awarded a $1500 Bright Ideas Grant from the North Carolina’s Electric Cooperatives. Thanks to the company’s generosity, I was able to fully implement all the lesson plans developed by Dr. Bottge’s grant team.

This experience was especially important to me because it was my first try at conducting my own research with a prescribed protocol, which I had learned from working on the IES project. Posttests showed statistically significant improvement of students in the EAI group in both computation and problem solving. Based on these results, the sponsor invited me to participate in a panel discussion in Raleigh, NC. The CEOs of the company attended the event along with policy makers and school administrators from across the state. This whole process, from applying for funding to carrying out the study to reporting the results, helped me make connections between university, classroom, and community.

What have been your big takeaways from these experiences?

From the training I received as a study participant, I have become a better teacher.  From working on an IES-funded grant team, I learned a lot about how to conduct classroom-based studies. I am looking forward to designing new instructional methods and testing their effectiveness. Similar to how my students learned math in a hands-on way, I learned research methods by having the opportunity to use them in practice, and for that I am very grateful.