SBIR-STTR Award

Martha Madison's Marvelous Machines
Award last edited on: 1/4/2013

Sponsored Program
SBIR
Awarding Agency
NSF
Total Award Amount
$1,157,265
Award Phase
2
Solicitation Topic Code
EA
Principal Investigator
Victoria Van Voorhis

Company Information

Second Avenue Software Inc

130 Office Park Way
Pittsford, NY 14534
Location: Single
Congr. District: 25
County: Monroe

Phase I

Contract Number: 1113493
Start Date: 7/1/2011    Completed: 12/31/2011
Phase I year
2011
Phase I Amount
$149,265
This Small Business Innovation Research (SBIR) Phase I project proposes to construct the first in a series of science collaborative multiplatform learning games called Martha Madison?s Marvelous Machines. This game will be designed to engage a target audience of middle school girls in virtual collaborative physics projects to improve understanding of the nature of science, technology, engineering, and mathematics (STEM) disciplines and careers. The specific content of this game will enable students to develop understanding of introductory Physics and Engineering aligned with Common Core standards. There will be options for single player play and multi-player play, depending on the platform(s) on which the game is released. In the multi-player option, there will be puzzles which can only be solved through collaboration with other users (via network play). Second Avenue Software (SAS) anticipates the release of Common Core Standards for Science and Martha Madison will be developed according to the Common Core Standards in order to provide a consistent, clear understanding of what students are expected to learn. In the event that Common Core Standards for Science are not in draft form at the time of the award, SAS will draw on its extensive experience correlating with state standards to make a physics and engineering game that is engaging, educative and robust. The broader impact/commercial potential of this project lies in SAS?s contribution to meeting the need of improving physics and engineering education by providing a game-based application which as the potential to increase interest in STEM careers and learning outcomes in STEM disciplines. Based on a review of the literature regarding womens? participation in STEM education, STEM careers and learning modalities for women and girls, this requires development of materials specifically designed to meet their educational needs and interests. Current practice in commercial games reflects this need. Games are frequently designed in two versions: one for boys and one for girls, reflecting each gender?s distinct patterns of play. Martha Madison will be designed to appeal to all genders without alienating boys or girls, while paying special attention to engaging girls in STEM learning. Martha Madison will be created using the Unity 3D platform which allows for publishing to a diverse array of applications including tablets, computers, consoles (all of which now include digital delivery), and mobile devices. With so many possible applications, Martha Madison has tremendous commercial potential

Phase II

Contract Number: 1230334
Start Date: 8/15/2012    Completed: 6/30/2017
Phase II year
2012
(last award dollars: 2015)
Phase II Amount
$1,008,000

This Small Business Innovation Research (SBIR) Phase II project proposes the development, testing and commercialization of a collaborative educational game aimed at middle-school physical science students that will improve educational outcomes and increase interest in STEM (Science, Technology, Engineering and Math) fields across a broad spectrum of students. Martha Madison's Marvelous Machines, a serious game based on pedagogical best practices, correlated to curricular standards and supported by lesson plans, challenges students to work as a team to solve progressively harder physical science problems. Sophisticated scaffolding guides learners and helps them achieve full potential by encouraging exploration yet minimizing frustration without giving the answer away. By tracking play mechanics, the game will test for student engagement, enhancement of scientific inquiry skills and knowledge of physical science principles. The game will cover a full year of physical science curriculum. The broader impact/commercial potential of this project addresses a need to ignite interest in STEM study and careers at a critical time in students' education. There is a current lack of research-based, efficacy proven innovative digital STEM teaching materials. Research shows that middle school is a pivotal time for encouraging students to pursue math and science related fields. If interest and engagement in science are not maintained through middle and high school, successful pursuit of STEM fields drops significantly. Math and science assessment test results show that U.S. students consistently perform lower than international counterparts. In addition, women are significantly underrepresented in STEM careers, filling only 24% of STEM jobs while they hold 48% of all jobs in the U.S. Educational games provide a goal-driven, social framework for thinking about relevant topics and practicing skills. Through play and experimentation, games can provoke curiosity, enthusiasm and creativity about content. While games' merits for increasing engagement are clear, their role in improving educational content is even more important. As a scalable solution to a persistent problem, Martha Madison's Marvelous Machines has the potential to significantly impact U.S. learning and achievement in science.