SBIR-STTR Award

An On-Ramp to Computational Fluency
Award last edited on: 8/25/2009

Sponsored Program
SBIR
Awarding Agency
NSF
Total Award Amount
$616,000
Award Phase
2
Solicitation Topic Code
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Principal Investigator
Christopher Hancock

Company Information

Tertl Studos LLC

29 College Street
Montpelier, VT 05602
   (802) 223-3044
   N/A
   www.tertl.com
Location: Single
Congr. District: 00
County: Washington

Phase I

Contract Number: ----------
Start Date: ----    Completed: ----
Phase I year
2007
Phase I Amount
$100,000
This Small Business Innovation Research (SBIR) Phase I research project undertakes 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. If successful, this research project will lead to products that will engage over half a million learners in mastering fundamental computational topics and orient them to creative purposes, thereby addressing these major national priorities: 1) workforce preparation and technological fluency; 2) rebuilding computer science enrollment and retention at the college level; 3) alternative, hands-on pathways into algebra and mathematics for students who struggle with traditional instruction; and 4) cultivating technology-based creativity among young people

Phase II

Contract Number: ----------
Start Date: ----    Completed: ----
Phase II year
2008
Phase II Amount
$516,000
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