Inside IES Research

Notes from NCER & NCSER

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

Comments are closed