SBIR-STTR Award

Sonic Math Fundamentals
Award last edited on: 4/15/2022

Sponsored Program
SBIR
Awarding Agency
NIH : NIGMS
Total Award Amount
$245,425
Award Phase
1
Solicitation Topic Code
859
Principal Investigator
Martin Schultz

Company Information

Objective Ed Inc

15355 Take Off Pl
Wellington, FL 33414
   (786) 200-1191
   N/A
   www.objectiveed.com
Location: Single
Congr. District: 22
County: Palm Beach

Phase I

Contract Number: 1R43GM142289-01
Start Date: 6/1/2021    Completed: 5/31/2022
Phase I year
2021
Phase I Amount
$245,425
NarrativeSonic Math Fundamentals to improve STEM skills for students with vision impairments.Research shows that children can, and should, engage in science, technology, engineering, and mathematics (STEM) learning, even in the earliest years of life. Mathematics is often the underpinning of the other STEM disciplines because it serves as a language for science, engineering, and technology.The visual nature of mathematics results in students who are blind or have low vision (BLV) performing extraordinarily lowin STEM. Even simple STEM concepts such as addition and subtraction can be challenging for BLV children becausethese concepts require understanding of the number line, a spatial concept. Hence, students who are visually impaired areoften denied the opportunity to pursue STEM-related careers because they have not fully developed the pre-requisite skillsthat allow them to compete alongside their sighted peers. In turn, society is denied the benefits that a diverse workforcecould bring to all facets of STEM employment.While Interactive Digital Media (IDM), such as tablet-based math game apps, are commonly and effectively used to improve STEM for sighted children, they are visual in nature. The learning materials developed for these tools are rarely accessible to BLV students. ObjectiveEd's long-term goal is to develop materials that will allow BLV students to use IDM effectively. In turn this will allow BLV students to have the option to pursue a STEM education path and career, resulting in increased diversity in the STEM fields.This SBIR project has three aims for Phase 1: Aim 1: Define requirements and develop game specification for early math skills based on Common Core State Standards (CCSS) by consulting with a variety of STEM-focused teachers, math curriculum experts and university researchers specializing in the education of students with visual impairments. Aim 2: Create two prototype skill-building math games for BLV students. The games will be accessible using both tactile and sonic feedback, hence its name: Sonic Math Fundamentals. Students can use the apps in both in-classroom and out-of- classroom settings. Teachers will be able to monitor each student's progress in mastering skills remotely, using a web- based dashboard. Aim 3: Evaluate the digital game prototype for BLV students' engagement and increased math skills. Evaluation will involve collecting data through pre- and post-game assessments using a CCSS toolkit, game-play analytics including correct vs. incorrect scores, and structured interviews of teachers and students.Study Sample: We will recruit 15 BLV students enrolled pre-kindergarten or kindergarten classes. According to teacher report, the students will not have in mastered shape identification or the number line concept. In our recruitment we will seek to recruit students from different ethnic and socio-economic backgrounds balancing for gender and level of visualimpairment.Sonic Math Fundamentals aligns with an education objective of this Funding Opportunity Announcement, as it addresses student STEM career choice starting with pre-kindergarten and the research objective, as it develops new education products that will advance STEM-based gaming for an underserved student population.

Public Health Relevance Statement:
Project Narrative Students who are blind or have low vision (BLV) perform poorly in math, the underpinning of STEM, due to the visual nature of many math concepts, including basic concepts like the number line. This Phase I project will determine the feasibility of learning these concepts through tablet-based math games that are accessible through sonic feedback from finger movements, which may be new for the BLV student, along with tactile raised-dot feedback from finger movements, which is how a BLV student reads braille. Mastering visual concepts through non-visual methods will enable BLV students to pursue a STEM education path and career, resulting in increased diversity in the STEM fields.

Project Terms:
Adult ; 21+ years old ; Adult Human ; adulthood ; Anatomy ; Anatomic ; Anatomic Sites ; Anatomic structures ; Anatomical Sciences ; Career Choice ; Career Path ; career aspiration ; career interest ; career pathway ; career track ; Cells ; Cell Body ; Child ; 0-11 years old ; Child Youth ; Children (0-21) ; youngster ; Educational Curriculum ; Curriculum ; lesson plans ; Education ; Educational aspects ; Special Education ; remedial/special education ; Employment ; Engineering ; Equilibrium ; balance ; balance function ; Feedback ; Goals ; Human ; Modern Man ; Independent Living ; Interview ; Language ; Learning ; Mathematics ; Math ; Methods ; Names ; Online Systems ; On-Line Systems ; online computer ; web based ; Play ; Questionnaires ; Research ; Research Personnel ; Investigators ; Researchers ; Sampling Studies ; Nursery Schools ; pre-k ; pre-kindergarten ; preschool ; Science ; Societies ; Sonication ; Students ; Tablets ; Technology ; Universities ; Vision ; Sight ; visual function ; Visual impairment ; Diminished Vision ; Low Vision ; Partial Sight ; Reduced Vision ; Subnormal Vision ; vision impairment ; visually impaired ; Gender ; braille ; base ; career ; improved ; Phase ; Ensure ; Evaluation ; teacher ; Visual ; Disabled Children ; Children with Disabilities ; Handicapped Children ; Internet ; WWW ; web ; world wide web ; Shapes ; tool ; Nature ; Life ; Tactile ; Consult ; Services ; visual feedback ; Structure ; skills ; peer ; public education ; 5th grade ; fifth grade ; Reporting ; kindergarten ; Address ; Data ; Enrollment ; enroll ; Funding Opportunities ; Small Business Innovation Research Grant ; SBIR ; Small Business Innovation Research ; Monitor ; socioeconomics ; socio-economic ; socio-economically ; socioeconomically ; digital ; design ; designing ; efficacy evaluation ; efficacy analysis ; efficacy assessment ; efficacy examination ; evaluate efficacy ; examine efficacy ; blind ; Population ; prototype ; vision science ; visual science ; STEM career ; STEM workforce ; science, technology, engineering and math career ; science, technology, engineering and math workforce ; science, technology, engineering and mathematics career ; science, technology, engineering and mathematics workforce ; STEM field ; STEM class ; STEM course ; STEM discipline ; STEM major ; science, technology, engineering and math class ; science, technology, engineering and math course ; science, technology, engineering and math discipline ; science, technology, engineering and math field ; science, technology, engineering and math major ; science, technology, engineering and mathematics class ; science, technology, engineering and mathematics course ; science, technology, engineering and mathematics discipline ; science, technology, engineering and mathematics field ; science, technology, engineering and mathematics major ; Science, Technology, Engineering and Mathematics ; Science, Technology, Engineering and Math ; Science, Technology, Engineering and Mathematics Education ; STEM Education ; STEM knowledge ; Science, Technology, Engineering and Math Education ; science, technology, engineering and math knowledge ; science, technology, engineering and mathematics knowledge ; Mathematics Curriculum ; Math Curriculum ; Mathematical Curriculum ; mathematical learning ; math learning ; mathematics learning ; STEM game ; science, technology, engineering and math game ; science, technology, engineering and mathematics game ; underserved students ; under-served student ; Next Generation Science Standards ; finger movement ; student participation ; student engagement ; student motivation ; learning materials ; class material ; course material ; curricular material ; instructional materials ; school district ; digital media ; education pathway ; degree path ; degree pathway ; education path ; educational path ; educational pathway ; Common Core ; Diverse Workforce ; Workplace Diversity ; Student recruitment ; dashboard ; recruit ;

Phase II

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