The IES Small Business Innovation Research (SBIR) program has awarded 20 contracts to small business firms in response to solicitations that closed February 5, 2013. These awards were in three categories as described below.
Phase II Awards (6)
Six Phase II awards were made in amounts up to $900,000 for 2 years. These projects will continue research and development of a prototype of an education technology product that was previously funded by a 2012 IES SBIR Phase I award. In the Phase II project the teams will fully develop the commercially viable product through an iterative process where students and teachers provide feedback to inform refinements, until development is complete. Near the conclusion of Phase II, the team will conduct a pilot study in schools to demonstrate the usability and feasibility, fidelity of implementation, and the promise of the product to improve students on the intended outcomes. The Phase II awards are:
Hall of Heroes: An Interactive
Social Tutoring System to Improve and Measure Social Goals for Students in Preparation
for Transition to Middle School
3C Institute for Social Development, Melissa DeRosier
Go Games Civics: Meeting Common
Core Standards with Tablet-Enhanced Multiplayer Role Play Games
Filament Games, Beth Quinn
Handheld Technology for Speech
Development in Students with Autism Spectrum Disorder
Handhold Adaptive, LLC, Robert Tedesco
Empires: The First Socially-Networked
Story-Based Math Game
Imagine Education, Scott Laidlaw
Teachley: MathFacts — Design
and Development of Intervention Software for Promoting Single-Digit Operational
Fluency
Teachley, LLC, Kara Carpenter
Numbershire II: Development of a Second Grade Game-Based Integrated Learning System to Target Whole Numbers and Operations in Base Ten and Operations in Algebraic Thinking Thought Cycle, LLC, Marshall Gause
Fast-Track (Phase I & II) Awards (3)
Three Fast-Track (Phase I & II) awards were made in amounts up to $150,000 for 6 months for Phase I and up to $900,000 for 2 years for Phase II. (Through the Fast-Track option, the Institute funds meritorious proposals for activities that cover both the Phase I and Phase II periods, thus eliminating a funding gap between Phase I and Phase II.) In Phase I these project teams will develop a prototype of an education technology product and conduct research on the usability and initial feasibility of that prototype. In the Phase II project the teams will fully develop the commercially viable product through an iterative process where students and teachers provide feedback to inform refinements, until development is complete. Near the conclusion of Phase II, the team will conduct a pilot study in schools to demonstrate the usability and feasibility, fidelity of implementation, and the promise of the product to improve students on the intended outcomes. The Fast-Track awards are:
Dynamic E-Learning to Improve
Postsecondary Transition Outcomes for Secondary Students with High Functioning Autism
3C Institute for Social Development, Debra Childress
MISSION US: An Interactive Solution
for Middle School History Learning
Electric Funstuff, David Langendoen
SCISKILLQUEST: A Standards-Based
Game to Develop Students' Scientific Skills, Academic Mindsets, and Learning Strategies
in Science
Mindset Works, Inc., Lisa Sorich Blackwell
Phase I Awards (11)
Eleven Phase I awards were made in amounts up to $150,000 for 6 months. These project teams will carry out the early stage development of prototypes of commercially viable education technology products to support student learning or to facilitate teacher practices. During the projects, awardees will conduct iterative research to inform refinements to the technology and pilot research to demonstrate the usability and initial feasibility of the prototypes in laboratory or education delivery settings. Phase I awardees will be eligible to apply for Phase II funding in Fiscal Year 2014. The Phase I awards are:
Dynamic Narrative Generation
Software to Improve Social and Behavioral School Readiness Skills Needed for the
Successful Transition to Grade School
3-C Institute for Social Development, Melissa DeRosier
ACCESS: Language Arts
Attainment Company, Carol Stranger
Virtual Research Assistant for
Teachers
Eduvant, Benjamin Glazer
Infowriter: A Student Feedback
and Formative Assessment Environment for Writing Information and Explanatory Texts
Common Ground Publishing, LLC, William Cope
World Explorador
CurriculaWorks, Lynn Krause
Web FluidMath
Fluidity Software Inc., Don Carney
Integrated System for Teaching
and Assessing Online Information Research
Instagrok, Inc., Kirill Kiryev
Project Hi-Fi: Promoting High
Fidelity of Screening and Progress Monitoring Assessments
Life Technologies, Stephen Fickas
Readorium Rising Reader: Smart
Nonfiction Comprehension Software for Students in Grades 3–5.
Mtelegence, Harriet Isecke
Transmedia: Augmented Reality
Game for Essential Transfer of Science
Second Avenue Software, Victoria Van Voorhis
Science4Us: Game-Based K–2 STEM
Education For Teachers And Students
vKiz, Inc., Catherine Christopher