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The Award database is continually updated throughout the year. As a result, data for FY19 is not expected to be complete until April, 2020.

  1. Story Mode for Teaching Cross-Curricular Coding Projects

    SBC: CODESPARK, INC.            Topic: 91990019R0012

    In previous R&D, the developers created codeSpark Academy, a game that employs a visual and block-based approach with puzzles to teach coding skills to students ages 5 to 9 years old. codeSpark Academy is in widespread use in and out of schools around the world. In this project, the developers will expand storytelling creative tools within the existing game. The pretend-play scenarios will include ...

    SBIR Phase II 2019 Department of EducationInstitute of Education Sciences
  2. Online Music-based Game for Children with Speech- Language Delays/Disorders

    SBC: Iqsonics LLC            Topic: 91990019R0011

    The game, which is used by children alone or in tandem with a special education practitioner or caregiver, supports children in understanding and expressing musical patterns, and in learning to sing songs before speaking. This project will extend the existing version by developing a prototype that includes additional songs for increased speech-language learning outcomes, an animated onscreen singe ...

    SBIR Phase I 2019 Department of EducationInstitute of Education Sciences
  3. LabAR: An Augmented Reality Learning System for STEM

    SBC: LightUp, Inc.            Topic: 91990019R0011

    The team will develop a new component of the AR app, a prototype with computer vision and recognition software to present real-world phenomena that are ordinarily not observable in nature. In Phase I, the research team will create a magnetism module would show students the invisible magnetic field all around them and how it interacts with magnetic objects. At the end of Phase I, in a pilot study w ...

    SBIR Phase I 2019 Department of EducationInstitute of Education Sciences
  4. VR-enhanced Immersive Science Investigations into Biology and Genetics

    SBC: LIGHTHAUS INC            Topic: 91990019R0011

    The team will develop a prototype of an immersive virtual reality experience for high school students to learn about the scientific processes and the biology of plants. The prototype will be designed to be multi-player where groups of students collaboratively conduct open-ended cross-breeding experiments, record images to export to reports, track and analyze data, and draw conclusions. At the end ...

    SBIR Phase I 2019 Department of EducationInstitute of Education Sciences
  5. Photoacoustic Gasses Optical Detector and AnalyzerPhotoacoustic Gasses Optical Detector and Analyzer

    SBC: PHYSICAL OPTICS CORPORATION            Topic: CBD171004

    To address the CBDs need for real-time analytical technology for multicomponent vapor identification and quantification, Physical OpticsCorporation (POC) proposes to continue the development of a new Photoacoustic Gasses Optical Detector and Analyzer (PAGODA)autonomous, network-enabled photoacoustic spectrometer (PAS) for the correlation, analysis, and identification of measured spectra. In thePha ...

    SBIR Phase II 2019 Department of DefenseOffice for Chemical and Biological Defense
  6. Extended Release of Pyridostigmine Bromide for Effectively Combating Nerve Agent Exposure

    SBC: Innosense Llc            Topic: CBD181004

    Chemical warfare agents such as the lethal nerve agent soman are a major source of risk to military personnel. Currently, pyridostigminebromide (PB) is the only FDA-approved pretreatment to counteract the effects of soman. The rationale behind PB administration is that it actsas a temporary inhibitor of AChE. This precludes nerve agents from irreversible inactivation of AChE, thereby mitigating th ...

    SBIR Phase I 2019 Department of DefenseOffice for Chemical and Biological Defense
  7. Mobile Learning and Assessment-Game Based Apps with Direct Representation of Mathematics

    SBC: BrainQuake Inc            Topic: edIES15R0005

    In prior research and development, the team developed WuzzitTrouble, an iPhone and iPad gaming app where players solve problems using number sense mathematical strategies. This project will develop and test a prototype of an adaptive engine for this game, intended to tailor gameplay to the skill levels of individual students and to provide support (or scaffold learning) for students with weaker sk ...

    SBIR Phase I 2015 Department of EducationInstitute of Education Sciences
  8. S4: A Game-Based 4th Grade Math Curriculum

    SBC: Virtual Learning Technologies (Sokikom)            Topic: edIES15R0005

    Through a prior project, Sokikom developed a suite of games to replace or supplement Grade school math topics. In this project, the team will develop and test a prototype of Sokikom for Teachers (S4), a platform to host the math games for teacher-led direct instruction for Grade 4 math standards. S4 will include "just-in-time" prompts to support teacher-guided mathematical conversations with stude ...

    SBIR Phase I 2015 Department of EducationInstitute of Education Sciences
  9. Authoring Tools for High Quality Formative Assessments for Classroom Testing

    SBC: SimInsights, Inc.            Topic: edIES15R0005

    The project team is developing and testing a prototype of PiGames, intended to be a game-based formative assessment system for physics. The prototype will include a curated collection of pre-existing assessments, authoring tools to create new assessments, a dashboard with progress monitoring, and teacher implementation support. In the Phase I pilot research with 6 classrooms and 180 high school st ...

    SBIR Phase I 2015 Department of EducationInstitute of Education Sciences
  10. Building Zaption's Ecosystem to Support Video Learning at Scale

    SBC: Zaption, Inc.            Topic: edIES15R0008

    Video Demonstration of the Phase I Prototype: http://youtu.be/AIGigEXn12Q Purpose: This project team will develop and test Zaption, a mobile and desktop platform designed to support educators in effectively and efficiently utilizing video (e.g., from YouTube, Vimeo, or their own desktop) as an interactive teaching and learning object. Personalized learning devices (e.g., smartphones, tablets) pop ...

    SBIR Phase II 2015 Department of EducationInstitute of Education Sciences

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