IES Blog

Institute of Education Sciences

Investing in the Next Generation of Education Technology

Millions of students in thousands of schools around the country have used technologies developed through the Small Business Innovation Research program (ED/IES SBIR) at the IES. The program emphasizes rapid research and development (R&D), with rigorous research informing iterative development and evaluating the promise of products for improving the intended outcomes. The program also focuses on the commercialization after development is complete so that products can reach schools and be sustainable over time.

At the end of June, ED/IES SBIR announced 21 new awards for technology products for students, teachers, or administrators in education and special education. (IES also announced two additional awards through a special topic solicitation in postsecondary education. Read about these awards here.) Of the 21 awards, 13 are for prototype development and 8 for full scale development (a YouTube playlist of the full scale development projects is available here). 

Many of the new 2019 projects continue education and technology trends that have emerged in recent years. These include the three trends below.

Trend 1: Bringing Next Generation Technologies for Classrooms
For educators, it can be challenging to integrate next generation technologies into classroom practice to improve teaching and learning. In the current group of awardees, many developers are seeking to make this happen. Schell Games is developing a content creation tool for students to create artistic performances in Virtual Reality (VR) and Gigantic Mechanic is designing a class-wide role-playing game facilitated by a tablet-based app. codeSpark is building a game for children to learn to code by creating story based narratives. Killer Snails, Lighthaus, and AP Ventures are all creating educational content for VR headsets and Parametric Studios, Innovation Design Labs, and LightUp are employing Augmented Reality (AR) to support learning STEM concepts. Aufero is bringing modern design principles to develop a traditional board game for students to gain foundational computer science and coding skills.

Trend 2: Personalized Learning

Several 2019 awards are building technologies to provide immediate feedback to personalize student learning. Graspable, Inc. and Apprendis are developing adaptive engines that formatively assess performance as students do activities in algebra and physical science, and Sirius Thinking is building a multimedia platform to guide and support pairs of students as they read passages. Charmtech is developing a prototype to support English learners in reading, Cognitive Toybox is creating a game-based school readiness assessment, Hats & Ladders is developing a social skills game, and IQ Sonics is refining a music-based app for children with or at risk for disabilities to practice speaking.

Trend 3: Platforms that Host and Present Data
School administrators and teachers are always seeking useful information and data to guide decision making and inform instruction. Education Modified is developing a platform for special education teachers to implement effective Individual Education Programs (IEPs) for students with or at risk for disabilities, and VidCode is developing a dashboard to offer teachers real-time performance metrics on coding activities to teachers. LearnPlatform is developing a prototype platform that generates reports to guide teachers in implementing new education technology interventions in classrooms, and Liminal eSports is developing a platform administrators and teachers can use to organize eSports activities where students participate in group game activities to learn.

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

IES Announces Forthcoming Funding Opportunity For the R&D of an “ROI Tool” to Inform Students’ Postsecondary Education and Career Decision Making

Students with electronic devices sitting against a wall.

Overview

On or about February 15, 2019, the Small Business Innovation Research Program at the US Department of Education’s Institute of Education Sciences (ED/IES SBIR) anticipates releasing a Special Topic Solicitation #91990019R0016 in Postsecondary Education. The solicitation will be announced through an IES Newsflash and will be posted here. It will request Phase I proposals for awards of up to $200,000 for 8 months to develop a prototype of a "ROI tool.” The tool will be designed to measure the costs versus benefits (the return on investment) of different postsecondary education and training programs to help students make well-informed choices about options to pursue after they complete high school.

Applicants must be a for-profit business 500 employees or less, and U.S. owned and operated. Applicants may partner with entities or organizations working on related initiatives in the field of postsecondary education, or may subcontract to non-profit researchers or individuals with specialized expertise as needed. The due date for submission for proposals will likely be on or about April 15, 2019, with awards in mid-June, and projects beginning shortly thereafter. All Phase I awardees will be eligible to apply for a Phase II award in 2020, for $900,000 for full scale development and research to test and validate the ROI tool.

Background

While many websites provide ways for students to explore colleges or careers and occupations of interest (e.g., such as College Scorecard and CareerOneStop), there is currently no tool that helps students understand the costs and benefits of individual postsecondary programs in an integrated, customizable, and user-friendly manner.  An ROI tool would likely combine information on individual program’s tuition and fees, time needed to complete, and expected earnings. Because these characteristics can vary significantly across programs and institutions, creating a single estimated measure of ROI would allow students to more easily compare postsecondary program options. If it helps students make better choices, it could lead to improved program completion rates, higher levels of employment and earnings, less education-related debt, and more satisfaction with their selected education and career paths. 

The ED/IES SBIR Special Topic intends to fund up to five (5) Phase I projects to (a) develop and research a prototype of an ROI tool, and (b) conduct planning and concept testing for a fully developed ROI tool that provides a user-friendly experience for students. The prototype of the ROI tool developed in Phase I shall integrate with one or more existing technology systems, data sets, data standards, or resources (such as CareerOneStop or College Scorecard), and add new data elements provided by an end-user.  After a successful Phase I project, it is anticipated that small businesses that win Phase II awards will complete the full-scale development of the ROI tool that was started in Phase I, including developing an interface to improve the experience of students using the ROI tool.

Because data for ROI at the program level may only be available from some states, regions, or sets of institutions at this time, it is expected that the scope of the ROI tool developed in Phase I & II would be limited and would not be an attempt to calculate ROI for every program and institution in the country. Applicants must propose a project scope that appropriately reflects the datasets that are to be integrated within the new ROI tool, and the amount of funding and time allotted for development and research of the SBIR awards in Phase I and II.  Small businesses that are interested in this solicitation must have expertise with related efforts in the field to enhance student choices by linking education and workforce information.

Potential applicants may submit questions to ED’s Contracting Specialist Kevin.Wade@ed.gov. All questions and responses will be posted publically on the same website where the solicitation is posted as Amendments to the Solicitation.

 

IES Celebrates National STEM Day

November 8th, 2018 is National STEM Day! Today is a great day to talk to learners of all ages and abilities about Science, Technology, Engineering and Mathematics (STEM). The Institute of Education Sciences (IES) has some great resources for exploring STEM learning - visit our new STEM Topic page to learn more. Through research grants from the National Center for Education Research (NCER) and the National Center for Special Education Research (NCSER), and innovations developed as part of the Small Business Innovation Research (SBIR) program, IES has supported the development and testing of many programs, practices, and policies to improve student outcomes in STEM. 

Below, we provide links to a few projects and activities for instructors and learners to explore on National STEM Day, but remember, STEM Day can be every day!

  • NumberShire is a mobile and desktop game-based mathematics intervention funded with several grants from NCSER and SBIR that  builds understanding of whole number concepts among early elementary students with or at risk for learning disabilities (video demonstration).
  • Improving Children's Understanding of Equivalence (ICUE) supplements teachers’ existing mathematics instruction and helps students develop understanding of mathematical equivalence. Developed with support from NCER, ICUE is currently being evaluated in second grade classrooms. ICUE includes teacher manuals, student workbooks, manipulatives, assessment items, and a 2-hour professional development workshop to provide teachers with information about how to implement the intervention (video demonstration).
  • Two innovative education technology products developed with funding from the SBIR program are intended to transform chemistry instruction and learning. Happy Atoms is a physical hand-held magnetic molecular modeling set with a companion digital app that can recognize student created models and provide feedback and information to enrich learning.  HoloLab Champions uses an immersive virtual reality (VR) game environment within which high school students perform chemistry experiments.
  • Combined Cognitive and Motivational Supports for STEM Learning is a supplemental Blackboard module for postsecondary introductory biology courses developed with support from NCER. This module leverages short cognitive and motivational interventions that show promise for engaging students and improving outcomes, and is available from IDEALS.

Christina Chhin is the program officer for the Science, Technology, Engineering, and Mathematics (STEM) Education research topic within the National Center for Education Research, Sarah Braisel is the program officer for the Science, Technology, Engineering, and Mathematics (STEM) Education research topic within the National Center for Special Education Research, and Ed Metz is the program officer for both our Small Business Innovation Research program as well as our Education Technology research topic within the National Center for Education Research.

ED/IES SBIR Awardee Leads Event Featuring Live Conversation with a NASA Astronaut in Space

On Wednesday June 27, 2018, the Smithsonian’s National Air and Space Museum held Space Innovation Day, an event to celebrate space exploration, STEM education, and students as makers. The event was co-developed by the museum and Future Engineers, a technology firm that is a current awardee of the U.S. Department of Education and Institute of Education Sciences’ Small Business Innovation Research Program (ED/IES SBIR). 

In the morning, the event featured a live conversation (called a “downlink”) between NASA astronaut Serena Auñón-Chancellor on the International Space Station and Washington, D.C.-area students at the museum. After a brief introduction of Auñón-Chancellor as she floated around in the space station, students asked her a series of questions such as “What it is like to experience space?” and “What does it take to be an astronaut?”

The morning also included on-stage interviews with three students who won the Future Engineers Two For the Crew ChallengeThrough this national competition, sponsored by the ASME Foundation with technical assistance from NASA, K-12 students submitted a digital design of an astronaut tool intended to be manufactured on the International Space Station using a 3-D Printer. This tool allows innovative solutions to be provided to the astronauts immediately and means that NASA does not need to ship tools into space. One of the student winners designed “2 Pliers + 1 Handle,” a set of tool parts including needle-nose and lineman’s pliers with attachable handles. The 3-D printed multi-purpose tool can be customized into many different configurations when in space.

The challenge competition was run through a web-based platform that Future Engineers is developing with the support of a 2017 award from ED/IES SBIR.  The platform provides an online hub for students to create and submit solutions to innovation design challenges. Future Engineers is planning to launch the school version of their platform in the 2018-19 school year, with the goal of bringing many different kinds of maker design challenges to classrooms around the country across many areas of STEM for grades K to 12.

The afternoon of the event featured hands-on exhibits with educational opportunities for hundreds of students and museum attendees, including a 3-D design makerspace by Future Engineers, an augmented reality solar system experience by the Space Foundation, and a virtual reality space station experience by NASA.

We look forward to more maker design challenge events in the future!

Edward Metz is a program officer at the Institute of Education Sciences.

 

About ED/IES SBIR

The U.S. Department of Education’s Small Business Innovation Research program, administered by the Institute of Education Sciences (IES), funds projects to develop education technology products designed to support students, teachers, or administrators in general or special education. The program emphasizes rigorous and relevant research to inform iterative development and to evaluate whether fully-developed products show promise for leading to the intended outcomes. The program also focuses on commercialization once the award period ends so that products can reach students and teachers and be sustained over time. ED/IES SBIR-supported products are currently used in thousands of schools around the country.

 

 

 

Announcing ED/IES SBIR’s 2018 Awards: Funding the Next Generation of Education Technology

In recent years, thousands of schools around the country have used technologies developed through the Small Business Innovation Research program at the U.S. Department of Education’s Institute of Education Sciences (ED/IES SBIR). 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 the intended 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 21 new awards for 2018. Of these, 15 are Phase I projects to develop and test a prototype, and six are Phase II projects to fully develop and evaluate an education technology product for students, teachers, or administrators to use in classrooms and schools. A playlist of videos from the Phase II projects is available below. 

Many of the new projects continue trends that have emerged across the portfolio in recent years, including creating learning games and dashboards that present data to inform learning and instruction in core subjects like reading and math. Several other awards are for projects that promote learning in new areas, such as computer science and Career and Technical Education.

Trend #1: Learning Games

Games are increasingly being used to engage students in learning by presenting content in new ways. For the eighth straight year, many new ED/IES SBIR awardees will be developing game-based learning products.

  • Phase II awardee Electric Funstuff and Phase I awardee Schell Games are developing virtual reality (VR) games to immerse students in history in 360-degree environments, and Phase I awardee Gigantic Mechanic is developing a role-playing game on civic discourse facilitated by tablet-based computers.
  • With Phase I funding, Fablevision and Sirius Thinking are creating interventions that employ game mechanics to improve reading.
  • Several project teams are embedding storylines within learning games, including Phase II awardee MidSchoolMath for algebra, and Phase I awardees Codespark for computer science and Immersed Games for ecosystems science.
  • The 3C Institute is creating a game-based assessment of early grade science learning.

Trend #2: Dashboards for Students, Teachers and Administrators

Modern technologies provide the opportunity to organize and present data in real-time to students, teachers, and administrators to inform learning and decision-making. Several new awards are developing data dashboards.

  • Phase II awardees are fully developing dashboards across several areas. LiveSchool will generate reports on students’ behavior across classes with a recommendation engine for administrators and teachers to address challenges, StoryWorld will provide teachers of English Learners insights into students’ language acquisition, and Simbulus and Myriad Sensors will present real-time information to enrich classroom discussions on math and science topics.
  • Phase I projects by Appendis and Graspable are creating adaptive learning technologies which include teacher dashboards to present results on student performance to guide instruction. VidCode is creating a dashboard for teachers to monitor student progress in learning coding. Education Modified is developing a dashboard to provide special education teachers guidance on student IEPs, or individual educational plans.

New Areas of Focus

Along with continuing to support projects in the areas above, a series of Phase I 2018 awards are focusing on areas new to ED/IES SBIR.  VidCode, CodeSpark, and Zyante are focusing on computer science learning and Core Learning is seeking to build capacity in Career and Technical Education (CTE). Language Learning Partners is developing an automated avatar tutor to support English Learners through conversation. And in special education, Attainment Company is developing an app for supporting student writing.

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