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.
- Top of page--Grace Wardhana, of Kiko Labs. Source: https://www.kikolabs.com/about-us
- Screenshot of Kiko's Thinking Time app
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)
"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.
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.
- 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.
By Liz Albro, NCER Associate Commissioner of Teaching and Learning
Summer Conference Season
Many IES-funded researchers have been sharing the findings of their studies at academic conferences this past month. Want to learn more? Lists of presentations describing IES-funded research at the Society for Text & Discourse and Society for the Scientific Study of Reading annual meetings are available on our conferences page.
A Busy Month for IES Research in the News
Have you visited our IES Research in the News page lately? It’s a great way to learn more about IES-funded research. Not only can you read more about the new awards that have been recently made, you can learn about findings from recent studies. We do our best to keep up, but if we’re missing something, send us a note at IESResearch@ed.gov.
More Recognition for ED/IES SBIR Products
ED/IES SBIR supported games by Triad Interactive Media (PlatinuMath) and Electric Funstuff won Gold at the Serious Play Conference. And ED/IES SBIR awardee Fluidity Software won 1st Place in the “Best Performing Office Add-On” category, for their FluidMath app, which teachers and students use to create dynamic math and physics formulas.
Summer Research Training Institute on Cluster-Randomized Trials in Education Sciences
Congratulations to the 29 participants who completed the ninth Summer Research Training Institute on cluster-randomized trials (CRTs) in education sciences!
The purpose of this training is to prepare current education researchers to plan, design, conduct, and interpret cluster-randomized trials. A tenth Institute will be held in summer 2016, so be sure to follow us on Twitter or subscribe to the IES Newsflash to get application information as soon as it is available.
Please send any questions or comments to IESResearch@ed.gov.
By Liz Albro, NCER Associate Commissioner of Teaching and Learning
Welcome to our second “Month in Review” post! In addition to writing blogs, both NCER and NCSER have been busy making new awards this month, and preparing abstracts describing our newly funded projects published on our website.
New Research Awards
Across the two research centers, IES awarded 148 new discretionary grants to support research and research training activities. I hope that you will take the time to dip into our abstracts describing the individual projects. From early childhood to postsecondary, from basic cognitive science to system-level analysis, from exploration to impact, the projects reflect the wide scope of education research questions that the IES research centers support. To learn more about the awards, click here to read about the new NCSER awards, and here for information about the new NCER awards. Be sure to check back on Monday, July 6th, to read a new blog from Commissioner Brock discussing the 2015 awards and the forecast for 2016.
IES Funded Research in the News
Research findings from the Cognition and Student Learning portfolio were featured in two EdWeek articles in June. These articles describe some of the exciting work being done to address long-standing questions of transferring knowledge learned in one class or context to support new learning in mathematics and science.
The ED/IES Small Business Innovation Research (SBIR) portfolio was featured in three different articles in June! Read more about how games developed with SBIR funding are being used to teach students about a wide variety of topics, like algebra, environmental science, and social skills.
IES Staff Presentations
On June 16-17, NCSER co-sponsored a Technical Working Group Meeting with the Department of Education’s Office of Special Education Programs (OSEP) and Eunice Kennedy Shriver National Institute of Child Health and Human Development (NICHD) on Evidence-Based and Emerging Practices: State of Science and Practice for Children with Disabilities. The meeting was an important opportunity for leaders in the field of special education to share what has been learned across a number of pivotal areas in research and practice and also to identify some promising next steps. A synthesis of the meeting is underway and will be available later this year.
ED/IES SBIR program officer Ed Metz participated in the National SBIR Conference, and led a panel on games for learning.
Applying for IES Research Funding This Summer? Missed Our Webinars?
No problem. PowerPoint presentations and transcripts from the webinars led by our program officers are available on our website. Click here to access information about preparing grant applications for IES.