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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. A Novel Air Sampler and Attendant Collection Media for Early Identification of Porcine Reproductive and Respiratory Syndrome Virus

    SBC: Midwest Micro-Tek, LLC            Topic: N/A

    There is a need for an effective, efficient way to monitor the disease status of production facilities while minimizing the stress caused to an animal by blood sampling and other invasive diagnostic techniques. The purpose of this work is to develop an air sampler and collection media that will allow the detection of PRRSV non-invasively.

    SBIR Phase I 2006 Department of Agriculture
  2. Technology consulting services

    SBC: Frontier Solutions            Topic: N/A

    The ultimate goal of this project is to assist school personnel to better understand the balance between classroom technology needs and system security by creating training modules to address specific areas. The first objective is the development of a survey tool, the Education Security Practices Survey (ESPS). The ESPS survey tool will identify specific areas of disconnect in current practices a ...

    SBIR Phase I 2006 Department of Education
  3. Give Me 5 For Children

    SBC: Interactive Training Technologies            Topic: N/A

    The rising incidence of obesity in children in the U.S. contributes to obesity in adulthood. A strong correlation has been described between obesity and chronic diseases. Therefore, the overall goal of our project is to prevent the development of chronic diseases by affecting improved nutrition to decrease childhood obesity. The objective of this proposed Phase I project is to design and develo ...

    SBIR Phase I 2006 Department of Education
  4. Video Game Science Literacy


    Develop a videogame for the middle school science classroom. Embedd science concepts into a virtual world where students explore the relationships between them. Ensure that game design creates a virtual world where scientific experimentation can be called “play.” Wrap the videogame in a lesson plan that embraces the game’s strength as a discovery experience and supports it with real-life ...

    SBIR Phase I 2006 Department of Education

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