SBIR Phase I: Trains of Thought, a novel game-based learning curriculum module to teach STEM and entrepreneurship skills

Information

  • NSF Award
  • 1345724
Owner
  • Award Id
    1345724
  • Award Effective Date
    1/1/2014 - 11 years ago
  • Award Expiration Date
    6/30/2014 - 10 years ago
  • Award Amount
    $ 149,966.00
  • Award Instrument
    Standard Grant

SBIR Phase I: Trains of Thought, a novel game-based learning curriculum module to teach STEM and entrepreneurship skills

This SBIR Phase I project proposes to design and demonstrate the feasibility of Trains of Thought, a novel game-based learning curriculum module to teach STEM (science, technology, engineering, and mathematics) and entrepreneurship skills to high school students. This project has significant intellectual merit. US kindergarten through twelfth grade (K-12) STEM education is falling behind global standards (National Science Board, 2007; US Department of Labor, 2007), and current educational practice is not doing enough to prepare our students to compete in the global economy. Trains of Thought explores new applications of game-based learning to this problem. The approach combines (1) proven educational research in preparation for future learning (Schwartz & Martin, 2004) and guided experiential learning with scaffolding (Hmelo-Silver, Duncan, & Chinn, 2007); (2) an existing, popular, open source business simulation video game; and (3) artificial intelligence experience management (Weyhrauch, 1996), (Roberts, 2011), (Mott & Lester, 2006) to balance educational objectives with engaging gameplay, maintaining a sense of flow. The project builds upon emerging educational research results to develop a fundamentally new methodology for game-based learning. If successful, this effort should set new standards for the use of games for teaching STEM and entrepreneurship in K-12 classrooms.<br/><br/>The broader/commercial impact of the proposed research, curriculum module, and accompanying game software can help to reverse the trend of declining US STEM and entrepreneurship education. This effect directly supports our future business leaders in driving American innovation and our nation's long-term economic prosperity. The transformative concept of effective game-based learning has the potential to reach out to under-represented demographics in STEM-based entrepreneurial businesses - including women, African-American, Hispanic, and Latino populations - by providing students new ways to engage, interact, and learn from core educational content. The knowledge gained from the proposed effort also has significant implications to the scientific and educational communities for the design and application of game-based learning. Our principles, methods of development, and evaluation outcomes may form a model for developing additional curriculum modules on a variety of subjects, therefore increasing effectiveness of US STEM and entrepreneurship education in a wider context. These results may also spur new research efforts to refine and extend our findings in game-based learning, creating more effective STEM and entrepreneurship education in future efforts.

  • Program Officer
    Glenn H. Larsen
  • Min Amd Letter Date
    11/6/2013 - 11 years ago
  • Max Amd Letter Date
    11/6/2013 - 11 years ago
  • ARRA Amount

Institutions

  • Name
    Charles River Analytics Inc
  • City
    Cambridge
  • State
    MA
  • Country
    United States
  • Address
    625 Mount Auburn Street
  • Postal Code
    021384545
  • Phone Number
    6174913474

Investigators

  • First Name
    James
  • Last Name
    Niehaus
  • Email Address
    jniehaus@cra.com
  • Start Date
    11/6/2013 12:00:00 AM