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SBIR Phase II: An On-Ramp to Computational Fluency

Award Information
Agency: National Science Foundation
Branch: N/A
Contract: 0848878
Agency Tracking Number: 0712303
Amount: $516,000.00
Phase: Phase II
Program: SBIR
Solicitation Topic Code: IT
Solicitation Number: NSF 06-598
Timeline
Solicitation Year: N/A
Award Year: 2009
Award Start Date (Proposal Award Date): N/A
Award End Date (Contract End Date): N/A
Small Business Information
1 Hopkins St.
Montpelier, VT 05602
United States
DUNS: 780073503
HUBZone Owned: No
Woman Owned: No
Socially and Economically Disadvantaged: No
Principal Investigator
 Christopher Hancock
 PhD
 (802) 223-3044
 ch@tertl.com
Business Contact
 Christopher Hancock
Title: PhD
Phone: (802) 223-3044
Email: ch@tertl.com
Research Institution
N/A
Abstract

This Small Business Innovative Research (SBIR) Phase II project continues development of a major improvement in the cost-benefit equation of learning computer programming. The approach integrates a new programming paradigm particularly suited to real-time, high-interactivity applications, with advances in program liveness and visualization, and game-based learning of essential concepts and skills. The strategy is to draw learners onward and upward through continued creative empowerment, while also facilitating more direct engagement with the core intellectual content of computer programming. The research objectives of this Phase II project address: 1) continued language development, 2) creativity toolset development, 3) development of learning games, 4) a learning environment architecture with an underlying model of learning pathways, and 5) evaluation activities including measurement of learning outcomes. If successful, this Phase II project will lead to products that will engage over half a million learners in mastering fundamental computational topics and bending them to creative purposes, thereby addressing the following major national priorities: - workforce preparation and technological fluency; - rebuilding computer science enrollment and retention at the college level; - alternative, hands-on pathways into algebra and mathematics for students who struggle with traditional instruction; - cultivating technology-based creativity among young people.

* Information listed above is at the time of submission. *

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