SBIR-STTR Award

Collaborative game approach to support classroom instruction of difficult-to-teach science concepts
Award last edited on: 9/8/2023

Sponsored Program
SBIR
Awarding Agency
NSF
Total Award Amount
$897,705
Award Phase
2
Solicitation Topic Code
EA
Principal Investigator
Adam Gordon

Company Information

Andamio Games LLC

111 Third Avenue South Suite 100
Minneapolis, MN 55401
   (612) 547-9387
   ineuron@andamiogames.com
   www.andamiogames.com
Location: Single
Congr. District: 05
County: Hennepin

Phase I

Contract Number: 1548823
Start Date: 1/1/2016    Completed: 6/30/2016
Phase I year
2016
Phase I Amount
$150,000
This SBIR Phase I project will enable teachers to present difficult, but necessary to learn, science concepts using a collaborative game approach that will significantly increase student engagement and understanding. The project will focus on improving the instruction of photosynthesis and cell respiration, processes which are multi-phasic, largely invisible, comprised of a complex and interdependent set of interactions, and required by science standards. By giving teachers and learners the confidence to undertake complicated science subjects, the project aims to increase secondary student involvement and interest in STEM, and help build the core scientific knowledge and higher order thinking skills they will need to address the challenges of the 21st Century. The research is based on well-documented pedagogical approaches to effective science instruction, which include scaffolded curricula, formative assessments, hands-on project-based challenges, and peer learning which arises from collaborative problem solving. Developing a more immersive and practicable learning method upholds the NSF's mission to promote exceptional science education and will help attract and prepare more students for STEM-based careers. This work fills a market need for educational technology tools that allow science teachers to focus on their true area of expertise, teaching their students.

This SBIR Phase I project proposes to utilize the full range of sensors and actuators of touch-screen devices in order to design a sequence of coordinated physical interactions that model the chemical-based biological processes of photosynthesis and cell respiration. The primary innovation is translating these complicated biological processes - some sequential, others concurrent - into a collaborative game that requires individuals and small groups to interact to perform a series of intuitive, concrete, coordinated, and repeatable physical actions to solve scientific challenges. Since concepts involving complex chemically-oriented processes are more difficult to teach, often promulgate common misconceptions, and typically dampen student interest, the key research goal is to create a working prototype that supports teachers, accurately transmits scientific knowledge, and actively engages students. The project will determine the effectiveness of the collaborative game approach using feedback from a cohort of high school biology teachers. Phase II will refine and expand the approach and conduct classroom efficacy testing and validation. The result will be an instructional tool that adapts to the educator's style and classroom structure, provides content that meets relevant state and national standards, and delivers the kind of engaging interaction that propels students to master science-oriented content.

Phase II

Contract Number: 1660091
Start Date: 3/15/2017    Completed: 2/28/2019
Phase II year
2017
(last award dollars: 2018)
Phase II Amount
$747,705

This project will enable students to learn difficult science concepts using a collaborative gaming approach that aims to significantly increase student engagement and understanding. This game is being developed to improve the instruction of photosynthesis and cell respiration, which are required curriculum for high school students in life science courses. These processes are largely invisible, comprised of a complex and interdependent set of interactions, and difficult to teach. By creating educationally sound interactive tools to undertake complicated science subjects, the project aims to increase secondary student involvement and interest in STEM, and to help build the core scientific knowledge and higher-order thinking skills they will need to address the challenges of the 21st Century. The app content and design is based on evidence-based pedagogical approaches to effective science instruction. Developing a more immersive and practicable learning method upholds the NSF's mission to promote exceptional science education and will help attract and prepare more students for STEM-based careers. This work will provide teachers with an instructional tool that conveys accurate details of chemically-based biological processes, enable them to deliver differentiated instruction to their classes, and ensure that all their students, whatever their level of pre-existing knowledge and ability, are able to meet the prescribed national and state-level life science standards.The project proposes to develop and implement a working simulator that produces scientifically accurate output for a virtual lab learning environment, with which students can quickly build practical understanding of the scientific method through trial and error. This enables a) the introduction of legitimate agency into student learning so that their choices drive the learning, b) the generation of meaningful (non-generic) instructional prompts that respond precisely to how each individual interacts with the game, and c) the establishment of a valuable framework for assessing student learning based on their multiple authentic interactions with the simulator. The simulator will represent biological processes using a mathematical model in order to support an arbitrary range of hypotheses. Additional innovations include a) automated tools that differentiate instruction at the classroom level to help teachers address a range of student proficiencies, from remedial to advanced, b) expanded device-to-device student interactions that utilize collaborative assessments and argumentation games, c) app management tools that enable teachers to organize, monitor and assess individual student participation within these collaborative activities, and d) the integration of relevant geohistorical climate data into each player's "reward garden" in order to build aptitude and foster interest in quantitative analysis activities. Classroom testing will be conducted to validate our approach and demonstrate efficacy.