Inside IES Research

Notes from NCER & NCSER

Inside IES Special Interview Series: From University Research to Practice at Scale in Education

Over two decades, the National Center for Education Research and the National Center for Special Education Research at IES have built a knowledge base to inform and improve education practice. This work has also spurred the development of evidence-based tools, technological products, training guides, instructional approaches, and assessments. 

While some IES-supported interventions are used on a wide scale (hundreds of schools or more), we acknowledge that a “research to practice gap” hinders the uptake of more evidence-based interventions in education.  The gap refers to the space between the initial research and development in university laboratories and pilot evaluations in schools, and everything else that is needed for the interventions to be adopted as a regular practice outside of a research evaluation.

For many academic researchers, advancing beyond the initial stage of R&D and pilot evaluations is complex and often requires additional time, financing, and specialized expertise and support. For example, interventions often need more R&D to ready interventions for scale—whether to ensure that implementation is turnkey and feasible without any researcher assistance, that interventions work the same across divergent settings and across different populations, or to bolster technology systems to be able to process huge amounts of data across numerous sites at the same time. Advancing from research to practice may also entail commercialization planning to address issues such as intellectual property, licensing, sales, and marketing, to facilitate dissemination of interventions from a university to the education marketplace, and to sustain it over time by generating revenue or securing other means of support.

Special Inside IES Research Interview Series

This winter and spring, Inside IES Research is publishing a series of interviews with the teams of researchers, developers, and partners who successfully advanced IES-funded education research from the university laboratory to practice in schools at scale.  Collectively, the interviews illustrate a variety of models and approaches for scaling evidenced-based interventions and for disseminating and sustaining the interventions over time.

Each interview will address a similar set of questions:

  • Was it part of the original plan to develop an intervention that could one day be used at scale in schools?
  • Describe the initial research and development that occurred. 
  • What role did the university play in facilitating the research to practice process? 
  • What other individuals or organizations provided support during the process?
  • Beyond the original R&D process through IES or ED grants, what additional R&D was needed to ready the intervention for larger scale use?
  • What model was used for dissemination and sustainability?
  • What advice would you provide to researchers who are looking to move their research from the lab to market? What steps should they take? What resources should they look for?

Check this page regularly to read new interviews.

We hope you enjoy the series.

This series is produced by Edward Metz of the Institute of Education Sciences

IES Celebrates Computer Science Education Week and Prepares for the 2020 ED Games Expo at the Kennedy Center

This week is Computer Science Education Week! The annual event encourages students from Kindergarten to Grade 12 to explore coding, with a focus on increasing representation among girls, women, and minorities. The event honors the life of computer scientist Grace Hopper, who broke the mold in the 1940s as a programming pioneer. Coding and computer science events are occurring in schools and communities around the country to celebrate the week.

This week is also a great time to highlight the computer science and engineering projects that are coming to Washington, DC for the 2020 ED Games Expo at the Kennedy Center on the evening of January 9, 2020. Developed with the support of the Institute of Education Sciences and other federal government offices, the projects provide different types of opportunities for students to learn and practice computer science and engineering skills with an eye toward examining complex real-world problems.

At the Expo, expect to explore the projects listed below.

  1. In CodeSpark Academy’s Story Mode, children learn the ABCs of computer science with a word-free approach by programming characters called The Foos to create their own interactive stories. In development with a 2019 ED/IES SBIR award.
  2. In VidCode, students manipulate digital media assets such as photos, audio, and graphics to create special effects in videos to learn about the coding. A teacher dashboard is being developed through a 2019 ED/IES SBIR award.
  3. Future Engineers uses its platform to conduct STEM challenges for Kindergarten to Grade 12 students. Developed with a 2017 ED/IES SBIR award.
  4. Fab@School Maker Studio allows students to design and build geometric constructions, pop-ups, and working machines using low-cost materials and tools from scissors to inexpensive 3-D printers and laser cutters. Developed with initial funding in 2010 by ED/IES SBIR.
  5. In DESCARTES, students use engineering design and then create 3-D print prototypes of boats, gliders, and other machines. Developed through a 2017 ED/IES SBIR award.
  6. In Ghost School, students learn programming and software development skills by creating games. In development with a 2018 Education Innovation and Research grant at ED.
  7. In Tami’s Tower, children practice basic engineering to help Tami, a golden lion tamarin, reach fruit on an overhanging branch by building a tower with blocks of geometric shapes. Developed by the Smithsonian Institution.
  8. In the Wright’s First Flight, students learn the basics of engineering a plane through hands-on and online activities, then get a firsthand look at what it looked (and felt) like to fly it through a virtual reality simulation. Developed by the Smithsonian Institution.
  9. In EDISON, students solve  engineering problems with gamified design software and simulate designs in virtual and augmented reality. In development with support from the National Science Foundation. 
  10. May’s Journey is a narrative puzzle game world where players use beginning programming skills to solve puzzles and help May find her friend and discover what is happening to her world. Developed with support from the National Science Foundation. 
  11. In FLEET, students engineer ships for a variety of naval missions, test their designs, gather data, and compete in nationwide naval engineering challenges. Developed with support from the U.S. Navy’s Office of Naval Research.
  12. Muzzy Lane Author is a platform for authoring learning games and simulations without requiring any programming skills. Developed in part with a Department of Defense award.

About the ED Games Expo: The ED Games Expo is the Institute’s and the Department of Education's annual public showcase and celebration of educational learning games as well as innovative forms of learning technologies for children and students in education and special education. At the Expo, attendees walk around the Terrace Level Galleries at the Kennedy Center to discover and demo more than 150 learning games and technologies, while meeting face-to-face with the developers. The Expo is free and open to the public. Attendees must RSVP online to gain entry. For more information, please email Edward.Metz@ed.gov.

Edward Metz is the program manager for the ED/IES Small Business Innovation Research program.

Christina Chhin is the program officer for the Science, Technology, Engineering, and Mathematics (STEM) Education research program.

Calling All Students to the Mars 2020 “Name the Rover” Contest

On August 27, 2019, NASA launched a national contest for Kindergarten to Grade 12 students to name the Mars 2020 rover, the newest robotic scientist to be sent to Mars.  Scheduled to launch aboard a rocket in July 2020 from Cape Canaveral Air Force Station in Florida and touch down on Mars in February 2021, the to-be-named rover weighs more than 2,300 pounds (1,000 kilograms) and will search for astrobiological signs of past microbial life, characterize the planet’s climate and geology, collect samples for future return to Earth, and pave the way for human exploration of the Red Planet.

By focusing the Mars 2020 “Name the Rover” contest on K to 12 students, NASA seeks to engage U.S. students in the engineering and scientific work that makes Mars exploration possible. The contest also supports national goals to stimulate interest in science, technology, engineering, and mathematics (STEM) and help create the next generation of STEM leaders.

Students can sign up and submit their entries for the competition at https://www.futureengineers.org/nametherover. Entries must include a proposed name for the rover and a short essay of 150 words or less explaining the reasons for the name. NASA will select 156 state winners (one from each state and age group), before narrowing down to the top 9 entries that will be part of a public poll. The grand prize winner who will name the rover will be selected and announced in spring of 2020.

Even if you are not a student you can still participate. US residents over the age of 18 can apply to be judges for the contest to help NASA make their selection.

The Mars 2020 Project at NASA’s Jet Propulsion Laboratory manages rover development for NASA’s Science Mission Directorate. NASA’s Launch Services Program, based at the agency’s Kennedy Space Center in Florida, is responsible for launch management.

NASA Partners with an ED/IES SBIR Awardee to Run the Contest

The education technology firm that NASA selected to help run the competition is Burbank, California-based, Future Engineers.  The “Name the Rover” contest leverages Future Engineers’ online challenge platform, which was developed with the support of a 2017 award from the US Department of Education and Institute of Education Sciences’ Small Business Innovation Research program (ED/IES SBIR).  The platform will receive, manage, display, and judge what is anticipated to be tens of thousands or more student submissions from around the country.

Future Engineers has a history of collaborating on space-themed student challenges. The company previously ran a national competition series in 2018 for the ASME Foundation with technical assistance from NASA, where K-12 students submitted digital designs of useful objects that could be 3D printed on the International Space Station, resulting in the first student-designed 3D print in space.

Future Engineers developed its platform to be an online hub for classrooms and educators to access free, project-based STEM activities, and to provide a portal where students submit and compete in different kinds of maker and innovation challenges across the country. The Mars 2020 “Name the Rover” contest will be the first naming challenge issued on its platform.

We look forward to the results of the competition!

Originally posted on the U.S. Department of Education’s Homeroom blog.


Edward Metz is a research scientist at the Institute of Education Sciences in the US Department of Education.

Bob Collom is an integration lead in the Mars Exploration Program at NASA Headquarters.


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 by millions of students in thousands of schools around the country.

About NASA’s Mars Exploration Program (MEP)

NASA’s Mars Exploration Program (MEP) in the Planetary Science Division is a science-driven program that seeks to understand whether Mars was, is, or can be, a habitable world. To find out, we need to understand how geologic, climatic, and other processes have worked to shape Mars and its environment over time, as well as how they interact today. To that end, all of our future missions will be driven by rigorous scientific questions that will continuously evolve as we make new discoveries. MEP continues to explore Mars and to provide a continuous flow of scientific information and discovery through a carefully selected series of robotic orbiters, landers and mobile laboratories interconnected by a high-bandwidth Mars/Earth communications network.

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

In June, the Institute of Education Sciences (IES) announced two new awards to technology firms to 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 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 21 awards made through the IES 2019 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.  

The special topic SBIR solicitation requested proposals from small businesses to develop new ROI tools that would combine information on fees, time to complete, and projected earnings so that students can easily compare college and career pathways. The IES-funded ROI tools aim to improve student program completion rates, with higher employment and earnings, less education-related debt, and more satisfaction with their selected paths. The special topic SBIR solicitation offered up to $200,000 for firms to develop and evaluate a prototype of their ROI tool. 

Two awards were made through this special topic:

  • Illinois-based BrightHive, Inc. is developing a prototype of the Training, Education, and Apprenticeship Program Outcomes Toolkit (TEAPOT). Designed to inform student training and educational decision making over a variety of potential pathways, TEAPOT will improve the flow and accuracy of data resulting in improved estimates of the ROI for different postsecondary education pathways.  The team will develop a data interoperability system and simplified toolkit for states and local postsecondary and workforce development organizations. The toolkit will provide more high quality, consistent, and granular information on postsecondary outcomes. The prototype will calculate ROI using student information, programmatic information (with an emphasis on net program costs to allow for variations by program type at the same institution), and access to wage and employment data sets.
  • Virginia-based Vantage Point Consultants is developing a prototype of a user-contextualized ROI tool that prospective students will use to make meaning of lifetime costs and opportunity tradeoffs associated with different degree programs offered by postsecondary institutions. The ROI tool will incorporate information on student goals and academic, professional, and personal characteristics.  The prototype will include an interface to present information to guide decision making based on an ROI calculation that discounts earning cash-flows under current and future state career and education assumptions, while subtracting college cost. In the first phase of work, the project will use information from data partners including Burning Glass Technologies and from public sources at the Department of Labor and Department of Education.

After developing prototypes, researchers will analyze whether the tools function as intended and are feasible for students to use. Research will also test if the tool shows promise for producing a meaningful and accurate measure of ROI.  Both firms are eligible to apply for additional funding to complete the full-scale development of the ROI tool, including developing an interface to improve user experience and conducting additional validation research.

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

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

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