IES Blog

Institute of Education Sciences

Back to School During COVID19: Developers and Researchers Continue to Respond to Support In-Class and Remote Teaching and Learning

 

Many programs across the Federal government, such as the ED/IES Small Business Innovation Research (SBIR) and the IES Research Grants programs, fund projects to develop and evaluate new forms of education technology and interventions that can be implemented to support instruction and learning at schools and for remote learning. More than 150 of these technologies were demoed in January 2020 at the ED Games Expo, a showcase for learning games and technologies developed with support from IES and more than 30 other Federal programs.

Since the global outbreak of COVID19 and the closure of schools across the United States and the world, a group of government-supported developers and researchers responded to provide resources to educators, students, and families to facilitate remote learning. More than 50 developers and researchers offered 88 learning games and technologies at no cost through the end of the school year for use in distance learning settings with internet access (see this blog for the list). In addition, many of the developers and researchers provided technical assistance directly to individual teachers to support implementation at a distance, and many created new materials and worked to refine and adapt their products to optimize usability and feasibility for fully remote use. More than a million students and thousands of educators used these learning technologies during the spring.

In April and May 2020, more than 70 developers and researchers partnered to produce and participate in a series of free day-long virtual events, which were called “unconferences.” The events featured presentations on innovative models and approaches to teaching and learning remotely and provided an in-depth look at the learning games and technologies created by the presenters. More than 25,000 educators attended these virtual events in real-time, hundreds asked questions and made comments through chats during the events, and many thousands more have accessed these videos after the events. See this blog for the list of archived videos.

A New Resource: Guides to Education Technologies that are Ready Now

As schools begin re-opening for the new school year, a group of 70 developers and researchers have collaborated to produce a new series of Guides to Education Technologies. The guides present information on government-supported education technology products that are ready now for in-class and remote learning. All the resources are web-based and can be used on either computers, tablets, or personal devices. The resources in the guides include a mix of no-cost products as well as ones that are fee-based.  

With awards from government programs, all of the resources were developed through an iterative process with feedback from teachers and students, and most were evaluated through small pilot studies to measure the promise of the technologies to support improvements in student learning and relevant educational outcomes. All the products were used and demonstrated to be feasible for use in remote settings in the spring after the onset of the pandemic.

The guides present resources appropriate for young children through postsecondary students in education and special education, for English learners, and for teachers in education and special education across a wide range of educational topics. Many of the technologies personalize learning by adjusting content to students as they go and present information to educators to inform instruction.

The Guides focus on the following areas and can be accessed below:

 

Stay tuned to the Inside IES Blog for more information and resources about the response to the COVID-19 in education.


Edward Metz (Edward.Metz@ed.gov) is a research scientist and the program manager for the Small Business Innovation Research Program at the US Department of Education’s Institute of Education Sciences.

 

Teachley’s Game Apps for Mathematics: From Research to Practice at Scale in Education

With a 2010 IES research grant, researchers at Teachers College, Columbia University conducted basic research and created prototype software programs for children in mathematics. In 2011, three members of the research team launched a startup and submitted a successful proposal to IES’s Small Business Innovation Research programs. With awards in 2012 and 2013, the developers created a suite of math game apps that support fact fluency and promote math strategy development. The apps all connect with a teacher dashboard that provides in-depth reports in real time and supports differentiation in math instruction. In 2013, Teachley’s Addimal Adventure won an Apple Design Award as one of the 12 best apps of 2014. Since their commercial launch in 2014, Teachley Apps have been downloaded 1.5 million times, and the Teachley suite of products are currently used in all 50 states and 2,000 schools.

Interview with Kara Carpenter, co-founder of Teachley

 

 

The three co-founders of Teachley were all classroom teachers before you met at Teachers College as graduate students in 2010. What led to your decision to go to graduate school to earn PhDs as researchers?

While teaching 2nd grade, I had the opportunity to receive professional development focused on elementary math content, and I became fascinated with how children develop their mathematical thinking. Years later, when I was getting a master’s in curriculum & teaching at Teachers College, I pursued a work study opportunity with Professor Herb Ginsburg, who focuses on early childhood math thinking. At the time in 2009, my cofounder Rachael Labrecque was already working with Professor Ginsburg, and the three of us submitted an application to IES to develop math software for young learners. That fall, I went back to classroom teaching, but when the application was funded in 2010, I decided to take the leap and accept a research fellowship to pursue a PhD. My other co-founder, Dana Pagar, joined our research team that fall, and the three of us decided to start Teachley in 2012 to bring all the great research on how kids learn math into marketable products.

 

Tell us about the research projects that you were involved with in graduate school.

We worked on a project developing math software for grades pre-K to 3, called MathemAntics. We developed dozens of activities and conducted small learning studies along the way. In the third year, we conducted an RCT with approximately 400 students in grades PreK - 2. Each of our dissertations involved different elements of the project. Mine focused on teaching and detecting kids’ single-digit addition strategies. Dana’s focused on continuous versus discrete blocks, while Rachael studied teachers’ preparedness to integrate technology into their classrooms.

 

How did you come up with the idea to develop apps that would be used in schools on a wide scale basis?
Originally, we were looking for a company who might want to take these research findings and turn them into commercial products. We were meeting with various business leaders, and one of them turned to us and said, “You should do this. You should start a company to bring your ideas to market.” That’s the push we needed to think of ourselves as potential startup founders.

 

How did you find out about the SBIR program at the US Department of Education’s Institute of Education Sciences? How important was the first SBIR award for launching Teachley?

Once we decided to start Teachley, we knew that SBIR would be a great resource for us. The MathemAntics project had actually started out as an NIH SBIR Phase I with a different company. That first ED/IES SBIR award is the reason that Teachley became a company. Without that funding, we would not have been able to prove ourselves capable of bringing a product to market. Institutional investors aren’t taking those kinds of risks, and angel investment is too tied into social networks and who you know.

 

Was Teachers College supportive of its graduate students starting a small business and getting an award to develop apps? Did anyone at the university offer advice or guidance on how to operate a small business?

Leaving the university was tricky because we had research fellowships when we started the company. However, the Teachers College president at the time, Susan Fuhrman, and the provost, Tom James, were supportive of our startup. We speak and participate in various discussions and events at Teachers College, which keeps us connected to the university and the research.

 

How does Teachley ensure that research is integrated into your development and validation process?

Before developing any new product idea, we look to the research to see what’s already been learned about the topic, especially as it relates to struggling learners. During the early stages of development, we rely on close observations of students as they use pencil/paper mockups and early software builds. As a team, we closely review videos of students working through problems, looking to find better, more intuitive ways to support students’ thinking. Once we have a functional prototype, we use more formal evaluative techniques to determine our impact on student learning.

 

What models have you used to commercialize Teachley on a widespread basis?

We have tried out many different revenue models. Initially, we tried publishing the games for free and charging schools for the formative assessment data. However, we soon found that bundling the games and data together into a single subscription worked better for schools. With our latest game, Market Bay, we are trying a new model where educators create a free account, and parents subscribe to have access at home. Schools who subscribe to Teachley get home access to Market Bay and our other games for all of their families.

 

Have you raised funds from venture capitalists? Why or why not?

Not yet. Raising money from venture capitalists can put you on a succeed-or-fail-fast treadmill that isn’t always a great fit for the education market. Many investors are looking for a 70x return within just a few years or they abandon ship. Developing great educational software takes time for both the iterative design process and the research to prove your effectiveness. We are just now at the stage where raising venture capital may soon make sense because we have enough content to scale our school/district sales.

 

When COVID-19 emerged and schools closed, you made your apps freely available to teachers and students in their classes, and 15,000 teachers and students were able to access your products. What was that experience like?

Teachers are looking for digital products that will deeply engage students and support true learning. We’re a great fit. However, schools across the country are suffering budget shortfalls at the same time as they need to spend more to ensure they meet safety standards. We’re working with schools and teachers to find alternative ways to fund our program, from parent organizations to Donors Choose to corporate partnerships.

 

None of you had had formal business training prior to founding Teachley. Do you have advice for those who are interested in starting an entrepreneurial small business to develop education technology that can be used in schools?

My advice would be to know your users and implementation deeply. If you don’t have a background in teaching, spend time volunteering in schools. Become a close observer of children and their thinking, so you can create products that support and bring out children’s genius.

 

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Kara Carpenter is cofounder of Teachley (@teachley), an edtech startup focused on promoting deep math thinking and learning. Kara has over 10 years of teaching experience and was a National Board Certified Teacher with a PhD in Cognition and Learning from Teachers College, Columbia University. Her dissertation went on to become an Apple Design Award winning app, Addimal Adventure.

This interview was produced by Ed Metz (Edward.Metz@ed.gov) of the Institute of Education Sciences. This post is the sixth in an ongoing series of blog posts examining moving from university research to practice at scale in education.

 

 

Cost Analysis in Practice (CAP) Project Provides Guidance and Assistance

In 2020, as part of a wider IES investment in resources around cost, IES funded the Cost Analysis in Practice (CAP) Project, a 3-year initiative to support researchers and practitioners who are planning or conducting a cost analysis of educational programs and practices. The CAP Project Help Desk provides free on-demand tools, guidance, and technical assistance, such as support with a cost analysis plan for a grant proposal. After inquiries are submitted to the Help Desk, a member of the CAP Project Team reaches out within two business days. Below is a list of resources that you can access to get more information about cost analysis.

 

STAGES FOR CONDUCTING A COST ANALYSIS

 

CAP Project Resources

Cost Analysis Standards and Guidelines 1.0: Practical guidelines for designing and executing cost analyses of educational programs.

IES 2021 RFAs Cost Analysis Requirements: Chart summarizing the CAP Project’s interpretation of the IES 2021 RFAs cost analysis requirements.

Cost Analysis Plan Checklist: Checklist for comprehensive cost analysis plans of educational programs and interventions.

Introduction to Cost Analysis: Video (17 mins).

 

General Cost Analysis Resources

The Critical Importance of Costs for Education Decisions: Background on cost analysis methods and applications.

Cost Analysis: A Starter Kit: An introduction to cost analysis concepts and steps.

CostOut®: Free IES-funded software to facilitate calculation of costs once you have your ingredients list, includes database of prices.

DecisionMaker®: Free software to facilitate evidence-based decision- making using a cost-utility framework.

Cost-Effectiveness Analysis of Early Reading Programs: A Demonstration With Recommendations for Future Research: Open access journal article.

 

*More resources available here.


The content for this blog has been adapted from the Cost Analysis in Practice Project informational flyer (CAP Project, 2020) provided by the CAP Project Team. To contact the CAP Help Desk for assistance, please go to https://capproject.org/. You can also find them on Twitter @The_CAP_Project.

IES Makes Two New SBIR Awards for the Full-Scale Development of Web-based Tools to Inform Decision Making by Postsecondary Students

The Institute of Education Sciences (IES) has announced two new awards to technology firms to fully develop web-based tools that inform student decision making in postsecondary education. The projects will focus on generating a measure of the return of investment (ROI) for different educational training programs and careers, so that high school and college students have access to data-driven information to guide their decisions.

The awards were made through a special topic offered by the U.S. Department of Education/IES Small Business Innovation Research (known as ED/IES SBIR) program, which funds the research and development of commercially viable education technology. (For information on the 22 awards made through the IES 2020 standard solicitation, read here.)

 

Background and Awards

While websites like College Scorecard and CareerOneStop provide information to explore training programs in colleges and occupations of interest, there is no tool that helps students understand the costs and benefits of individual postsecondary programs in an integrated, customizable, and user-friendly manner.  

A 2019 Phase I SBIR special topic solicitation requested proposals from small businesses to develop new ROI tools that would improve program completion rates, employment and earnings, and satisfaction with college or career, all while minimizing education-related debt. In 2019, two Phase I awards (see here and here) were made to firms to develop prototype ROI tools. The 2020 Phase II SBIR special topic solicitation requested proposals from the two 2019 Phase I awardees with plans for the full-scale development of the ROI tools, as well as an interface to present information to students and users.  Both firms received 2020 Phase II awards through this special topic:

 

  • Illinois-based BrightHive, Inc. is fully developing an open-source toolkit that states and networks can use to calculate metrics that support and inform decision-making by postsecondary students. The Training, Education, and Apprenticeship Program Outcomes Toolkit (TEAPOT) will include several components to support implementation, including data requirements, a field guide with instructional materials and technical tools to help partners to securely and ethically combine wage and education data, a resource hub containing expert guidance and recommendations for deploying the ROI metrics in different contexts and apps, and a reference interface that allows states and networks to present ROI data as part of their career guidance applications.

 

  • Virginia-based Vantage Point Consultants is fully developing the Return on College (ROC) tool to support students, families, and counselors with understanding of the lifetime costs and opportunity tradeoffs associated of different postsecondary degree programs.  In one version of ROC, students will be able to search colleges nationwide based on geographic location and occupational goals, with personalized output on projected debt, loan repayment, disposable income, graduation risk, and the ROI focal points of these decisions. In the other version of ROC, prospective students visiting a college website will receive data driven information on potential careers, salaries, price, and debt expected for degrees offered by a school.

 

After development is complete in early 2022, researchers will analyze whether the tools function as intended and are feasible for students to use. Research will also test if the tools show promise for producing a meaningful and accurate measure of ROI. Both firms will also focus on preparing for the wide-scale distribution of the tools to end users, as well as plans for sustaining the tools over time.

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


Written by Edward Metz (Edward.Metz@ed.gov), Program Manager, ED/IES SBIR

Investing in Next Generation of Education Technologies to Personalize Learning and Inform Instructional Practice

The Institute of Education Sciences Small Business Innovation Research program (ED/IES SBIR) funds entrepreneurial developers to create the next generation of education technology for students, teachers, and administrators in general and special education. The program emphasizes an iterative research and development process and pilot studies to evaluate the feasibility, usability, and promise of new products to improve educational outcomes. The program also focuses on commercialization after development is complete, so that the products can reach schools and be sustained over time.

In recent years, millions of students in tens of thousands of schools around the country have used technologies developed through ED/IES SBIR. And in the past four months, about one million students and teachers used the technologies for remote teaching and learning, as many ED/IES SBIR-supported developers made their products available at no cost in response to the COVID-19 pandemic and the closure of schools.

 

ED/IES SBIR Announces its 2020 Awards

This week, ED/IES SBIR announced the results of its 2020 award competition. Of the 22 new awards, 16 are for prototype development and 6 are for full-scale development. IES also announced two additional awards through a special topic solicitation in postsecondary education. Read about these awards here.

 

 

Each of the new awards supports a project to develop a product to personalize the student learning experience or generate information that educators can use to guide practice.

Most of the projects are developing a software component (for example, algorithms, artificial intelligence, machine Learning, or natural language processing) that continually adjusts the difficulty of content, provides prompts to support individual students if support is needed, or generates real-time actionable information for educators to track student progress and adjust instruction accordingly. Other projects are developing technologies to promote student learning through self-directed, hands-on, simulated, and immersive experiences. If the future of education includes a blend of in-class and remote learning due to public health crises, or for whatever reasons, technologies such as these will be ready to keep the learning going.

The projects address different ages of students and content areas.

In science, LightHaus is fully developing a virtual reality (VR) intervention for students to explore plant heredity; LightUp is fully developing an augmented reality (AR) app for students to perform hands-on physical science investigations with their own on-device camera; and Myriad Sensors is developing a prototype artificial intelligence formative assessment system that generates feedback in real time as students do hands-on laboratory experiments.

In math, Muzology is creating a prototype for students to create music videos to learn algebra, and Teachley is creating a prototype transmedia kit with videos, comics, and pictures to enhance teaching and learning of hard to learn concepts.

In engineering and computer science, Parametric Studios is fully developing an augmented reality puzzle game for early learners, and Liminal eSports, Makefully, and Beach Day Studios are creating prototype components that each provide feedback to students as they engage in activities to learn to code.

In English Language Arts, Analytic Measures and Hoogalit are each employing natural language processing to develop new prototypes to facilitate speech acquisition, and Learning Ovations is developing a prototype data engine to make recommendations for what individual children should read.

For English learners, KooApps is developing an artificial intelligence prototype to support vocabulary acquisition, and Kings Peak Technologies is employing machine learning to generate passages that blend English and Spanish words together to improve reading comprehension.

For early learners, Cognitive Toybox is fully developing an observation and game-based school readiness assessment.

For postsecondary students, Hats & Ladders is fully developing a social skills game to foster career readiness skills.

In special education, Attainment Company is developing a prototype to support student’s self-management, and Alchemie is developing a prototype of an augmented reality science experience for visually impaired students.

To support school administrators and teachers, LearnPlatform is fully developing a dashboard that generates reports with insights for teachers to implement education technology interventions, and Zuni Learning Tree, Teachley and LiveSchool are developing prototype dashboards to organize and present results on student progress and performance in real time.

 

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


Written by Edward Metz (Edward.Metz@ed.gov), Program Manager, ED/IES SBIR