Award Abstract # 1831202
SBIR Phase II: Engineering Design Instruction Software for implementing Objectives of Next (EDISON) Generation Standards in K-12

NSF Org: TI
Translational Impacts
Recipient: PARAMETRIC STUDIO, INC.
Initial Amendment Date: September 1, 2018
Latest Amendment Date: October 6, 2021
Award Number: 1831202
Award Instrument: Standard Grant
Program Manager: Rajesh Mehta
rmehta@nsf.gov
 (703)292-2174
TI
 Translational Impacts
TIP
 Directorate for Technology, Innovation, and Partnerships
Start Date: September 1, 2018
End Date: May 31, 2022 (Estimated)
Total Intended Award Amount: $737,901.00
Total Awarded Amount to Date: $885,480.00
Funds Obligated to Date: FY 2018 = $737,901.00
FY 2019 = $147,579.00
History of Investigator:
  • Christopher Whitmer (Principal Investigator)
  • Christa Jackson (Co-Principal Investigator)
Recipient Sponsored Research Office: Parametric Studio Inc.
2500 N LOOP DR STE 7545
AMES
IA  US  50010-8247
(515)520-7382
Sponsor Congressional District: 04
Primary Place of Performance: Parametric Studio Inc.
2625 North Loop Dr., Suite 2634
Ames
IA  US  50010-8926
Primary Place of Performance
Congressional District:
04
Unique Entity Identifier (UEI): XGXLBQN366T1
Parent UEI:
NSF Program(s): STTR Phase II
Primary Program Source: 01001819DB NSF RESEARCH & RELATED ACTIVIT
01001920DB NSF RESEARCH & RELATED ACTIVIT
Program Reference Code(s): 169E, 5373, 8031
Program Element Code(s): 159100
Award Agency Code: 4900
Fund Agency Code: 4900
Assistance Listing Number(s): 47.084

ABSTRACT

This SBIR Phase II project, the Engineering Design Instruction Software for implementing Objectives of Next generation standards (EDISON), will combine Science Technology Engineering and Mathematics (STEM) concepts together with engineering design, simulation, Augmented Reality (AR), 3-D printing, and real-world experiments. The project will create a collaborative platform for middle school engineering projects where students create, analyze, simulate, and construct designs for several types of projects like bridges, cars, circuits, simple machines, drones, and robots. This project will provide positive experiences with STEM and engineering in middle school, when many students lose interest in these economically vital fields. EDISON will foster STEM engagement and inquiry in middle school, by leveraging gaming, team collaboration, 3D printing, and augmented reality. The project will create engineering experiences that connect math and science content directly to real world applications to improve student academic performance in traditional science and math subjects. This work has the potential to promote effective integration of engineering in K-12, prepare students for future careers, expand scientific literacy, and engage diverse groups of students in STEM, supporting NSF's mission.


This SBIR Phase II project will produce a collaborative engineering design platform for middle school, containing realistic design tools, content creation, embedded standards-based STEM assessment, and tools supporting prototyping and testing. EDISON provides end to end solutions for team-based engineering in middle schools and maintains engagement through gamification. This project will develop sophisticated tools that are lacking in existing engineering curricula, and support math and science standards alignment using model-based engineering, virtual design collaboration, and embedded tools for student evaluation. In this work the Phase I prototype will be extended by developing reusable design modules for circuit design, simple machines, aerodynamics, and programming. Testing tools using sensors and Augmented Reality will be added for real world data collection and analysis. Numerous modular standards aligned lessons and a content creation interface to facilitate EDISON?s transition to an instructional platform will be created. Finally, in collaboration with our University partner EDISON will be extensively tested and student outcomes evaluated in 6th, 7th, and 8th grade classrooms using a combination of embedded, quantitative, and qualitative methods. The goal is to better meet the STEM instructional needs of educators and students with superior capabilities, engaging experiences, and easy to use tools.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.

PROJECT OUTCOMES REPORT

Disclaimer

This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.

In this phase II project Parametric Studio successfully completed its technical objectives to create the EDISON engineering instruction platform for middle school of which there were 3 main technical  thrusts: 1) Develop the flexible and easy extensible game-based learning platform such that it can be deployed on Chromebooks, Macs, and PC?s into middle school classrooms; 2) Develop curricular content for classrooms and informal educational organizations (camps, clubs, afterschool) at the middle school level; 3) Test software and curricula in the classroom, collect data and analyze the results.

 

EDISON is a web-based design game consisting of numerous engineering design modules.  Using EDISON middle school students collaborate in teams to use math and science concepts, models, and engineering computational analysis tools to design solutions to game-based challenges.  Each challenge consists of small standards linked lessons where students learn one or two aspects of the design, underlying science and math, and skills needed.  Through completion and progression through these mini-challenges students build up the knowledge and design models necessary to conduct a capstone design project with their team.  This capstone design results in a virtual design that is simulated in a game-based simulation, a set of design files that are exported to create the design with a laser cutter or 3-D printer in the real world, and student notebooks, design, and educational data that the educator can use to evaluate student mastery of skills and standards.  Modules were created and tested for circuits, airships, bridges, and hobby scale cars.  Additional capabilities have also been created to enable rapid creation of new challenges for solar power, drones, and numerous other projects by the team at PSI or by teachers.  We created a web-based classroom and management portal for teachers, and several standards aligned lesson guides and student workbooks for grades 6-9 that go with developed engineering modules and challenges.  This solution is now being commercialized through education distributors, collaborative projects with partners, and direct sales through our website.      

In developing the software component of the product solution, the team created a solution that was more customizable than a single design game with canned projects.  We created numerous engineering modules for design, then created modeling and visual programming capabilities that would enable these distinct modules to be used together and modified. We created a web-based class project definition, management, and customization portal that hosts the game, instructions, curricular materials, videos, and the instructor management and project definition tools. For the engineering design-based game specifically we needed to solve a number of challenges for deployment into Middle School classrooms, including deploying in the browser to low end hardware and Chromebooks, refining the UI, visuals, and organization of the tool.  We created approaches to procedurally generate UI, mission task, geometry, and simulator elements.  We also created strategies to enable interconnected game-based educational missions to allow progression both inside a game challenge and between them. We updated and refined our export options out of the game to include design data for the teacher, screen captures, prototype geometry exports for 3-D printing, import into CAD, laser cutting, or hand fabrication.  To assist with testing and implementation in the classroom and with orgs we created numerous standards aligned lessons.  We created a few activities to go with game challenges for all our design modules but created more extensive curricula with scaffolded and standards aligned lessons for the bridges/towers, hobby scale cars, glider, and airships modules. These curricula were created to consist of approximately 30% out of game material (background lessons, experiments foundational ideas and skills), 50% in game lessons activities and experiments, and 20% prototyping and testing using designs from the game in the real world.  Each larger curriculum was designed to last ~3-4 weeks with between 12-18 lessons that build upon each other. Collectively these elements form the basis of the EDISON engineering-based STEM platform for use in schools, camps, and afterschool.  Beyond the flexible and extensible EDISON platform these capabilities have added to the CORE set up competencies and code base for the company as a whole and will have great value to the development of future STEM products.

We have successfully created all planned components of the software, we have tested it in several usage environments, and we collected educational research data to prove the feasibility of implementation, usability of the software, and effectiveness for teaching and reinforcing STEM concepts.  Our results with our pilot testing site in 6-8th grades show statistically significant increases in STEM content knowledge (math and science concepts) after utilizing the EDISON platform.  We also show statistically significant increases in understanding and application of engineering design thinking.  We have succeeded in creating a flexible, engaging, and effective STEM instructional game based on engineering design, and demonstrating its effectiveness, if widely implemented EDISON will have a positive impact on the nation's STEM workforce pipeline.

 


Last Modified: 08/18/2022
Modified by: Christopher E Whitmer

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