IES Blog

Institute of Education Sciences

2023 ED Games Expo – Showcasing Special Education Technology for Learning

Students draw on tablets at a previous ED Games Expo

The 9th annual ED Games Expo will take place in Washington, DC, at the John F. Kennedy Center for the Performing Arts REACH on September 20 and 21, 2023 (Agenda). The Expo is a public showcase of game-changing education technology (EdTech) innovations developed through programs at the U.S. Department of Education’s Institute of Education Sciences (IES) and across the federal government. There will be a Showcase of Special Education and Technology products on September 21 from 8:30 am to 12:30 pm in Studio F of the REACH building (Agenda/Overview). The showcase will focus on accessibility and inclusion, with special speakers and demonstrations from 30 developers.

With artificial intelligence (AI) tools and products are spreading across schools and other learning contexts, it is important to maintain a focus on accessibility and inclusion in the development of these technologies. Accessibility needs to be considered from the beginning stages of design/development of technology, including digital games and learning technology. This showcase will highlight product developers doing just that!

The showcase starts with three thought leaders with expertise in this field who will share their ideas for what we can do now to make sure these special education and assistive technology innovations can be disseminated to have impact at scale and be sustained over time.

Headshot of Lauren Allen



Laura Allen, head of strategy and programs for Accessibility and Disability Inclusion at Google, works to improve the accessibility and usability of Google products and processes and to make Google a more accessible place for people with disabilities.

 


Headshot of Erin Mote

Erin Mote, executive director and co-founder of InnovateEDU, is a recognized leader in mobile and broadband technology and has spent much of her career focused on expanding access to technology in the United States and abroad.

 

 

Headshot of Kevin Custer



Kevin Custer is a founding principal at Arc Capital Development, an early-stage venture firm for education and special needs healthcare markets that has invested and managed more than $18 million in companies that provide products and technology for educators and people with special needs, especially autistic individuals.

 

We will host two panels with developers funded by the Office of Special Education and Rehabilitation Services (OSERS) of technology for accessibility, including:

In addition to the talks on special education technology products funded by SBIR, OSERS and its Office of Special Education Programs, and other federal agencies, the showcase will feature live demonstrations of the following 11 innovations funded by the National Center for Special Education Research (NCSER):

Many of these products will also be demonstrated the night before at the ED Expo Public Event, held Wednesday, September 20, from 5:30 to 8:30 pm (Register Here). This event is open to the public (including families) where they can meet with developers and test out the innovations.

After the Special Education Technology Showcase, there will be office hours on September 21 from 3:00 to 5:30 pm where people can meet with developers and representatives from over 40 government offices that invest in and support EdTech initiatives, as well as dozens of national education organizations that lead initiatives to support EdTech innovation, research, and commercialization. Sarah Brasiel, program officer for NCSER’s projects focusing on technology for special education, will be at a table during office hours and happy to talk to you about our NCSER funding opportunities.

Space is limited for the Showcase of Special Education Technology, so please Register Here!

This blog was authored by Sarah Brasiel (Sarah.Brasiel@ed.gov), program officer at NCSER.

 

 

Inspiring and Teaching Girls to Code with Time Tails

The Department of Education’s Small Business Innovation Research Program (SBIR), which IES administers, funds the research, development, and evaluation of new, commercially viable education technology products. Time Tails is an online game intended to prepare middle and high school students for success in postsecondary education and career pathways in computer science. The game, which introduces students to coding within the context of computer game design, was developed as part of the SBIR project Coding Bridge: Bridging Computer Science for Girls. In this interview blog, game developers Grace Collins and Carrie Linden of Liminal eSports (now called Snowbright Studio) discuss Time Tails and the importance of inspiring female-identifying students to code.   

 

 

What is Time Tails?

Carrie:

Time Tails is a series of digital games funded by the U.S. Department of Education and the Tides Foundation to help provide learners of all ages with an entry point into learning game design. Each episode transports you to a different point in history, where you help Ari and Zoe (two rad cartoon cats from the 1980s) fix glitches in history while also learning and practicing 3D game development and game design skills. The games are packed full of 80s’ puns, humor, references to salmon (it is a game about cats, after all), and story, while also encouraging players to learn about some amazing folx that sometimes get left out of history class textbooks.

Grace:

For me, Time Tails is a tool. It’s that missing bridge. Imagine you have a student who is interested in design who has been playing around in Scratch for years. When you show them Unity or Unreal game engines (popular game architectures), they may balk at the complexity of them. Time Tails breaks down those complex interfaces into digestible components that gives students the confidence and interest in making the jump across the gap. We’re continuing to release new Time Tails episodes every six months or so, adding new historical periods and new technical concepts. 

Thanks to our partnership with Unity, we’ve also been able to create an entire year’s curriculum for AP Computer Science Principles aligned to College Board’s standards and the International Society for Technology in Education (ISTE) standards.

What inspired you to create Time Tails?

Grace:

I was teaching computer science at an all-girls school in Cleveland, and the lack of resources for my students was just painfully obvious. There are a lot of generic coding resources, but when I went looking for something that could creatively inspire them and also lay the foundation for a career in game development or real-time 3D development, I was always coming up short.

Some of the first iterations of Time Tails were done right there in my classroom as I asked my students what they cared about (underrepresented female and LGBTQ+ figures in history), what they liked (cats), and even how different colors make them more or less likely to engage with learning content. When learning software pops up and it’s all steel gray and black, my students would look at it and say, “That looks like it’s for my brother.” They knew, and we know too, who the audience is for some of these tools out there. Time Tails tries to do all of that differently.

Carrie:

When you look at data on who is currently working in the computer science and game development industries, you will find that men are overwhelmingly the ones with active roles in the field. When we looked at where these drop off points were for girls in computer science career pathways, we found some interesting things. Girls were often leaving coding and computer science before they made it to high school, and most schools offered little in computer science and coding instruction during that gap between entry level software (like Scratch) and full game development platforms (like Unity). There was clearly a need for something to bridge that gap between tools used by younger kids and professional developers. There was also a need for those tools to be welcoming to female identifying and gender diverse youth as they are the ones falling out of the career.

What elements of Time Tails are uniquely tailored to female-identifying students? 

Carrie:

We decided to build Time Tails around narrative. As you progress, you get pulled into the written story and learn more about our feline heroes Ari and Zoe along with the people that they are helping. 

Humor, color, and charm also all tested well with our target audience compared to the typically dry YouTube tutorials and guides that you see out there that covers similar material. We packed our game full of ’80s puns and silly jokes, seasonal allergies (relatable), and made sure that each level was filled with colorful art and adorable characters. More often than not, these characters are strong women from history whose stories don't frequently make it into the textbooks. Our leading cats are female identifying and nonbinary, making Time Tails the first ever learning game featuring a canonically nonbinary character.

Grace:

It can be hard sometimes reading interpretations of our work. Adults will come in saying that the game looks too young or too childish. They want it to be more mature. They want darker colors and a more serious take. We can’t speak for everyone, but when we tested this game, that’s just not what teen girls wanted. They already had a lot of anxiety about getting into computer science in the first place. They’re VERY aware that it’s a masculine dominated field. They need that entry point that says it’s okay to be silly. They need to see others like themselves throughout history making waves. It’s been really heart-warming to see teens playing it, and even more so when their parent sits down with them to explain all of the 80s’ references. Those have been great moments as we’ve been out there testing this game.

What advice can you give other game developers who focus on female-identifying students?

Carrie:

Representation matters. If you can showcase the work that female-identifying folx are doing in the games industry, then you really should. Too often we see the tech and games industry primarily focusing on the women working (super important!) community management roles, but we also need to see highlights of the work done by female identifying developers, writers, quality assurance staff, producers, and more. Highlight all the roles and not just the ones that the industry has already decided are a “good fit” for women in tech and games. 

Grace:

My main advice to any developer is to involve your audience early and often. Have teens give you feedback on art, characters, concepts, everything. And don’t be afraid to see that those teens don’t agree. Be bold and brave in serving the students that you are trying to reach. Stay true to your vision and your audience.

What are the next steps for Time Tails and Snowbright Studio?

Carrie:

Time Tails is currently available on Steam. One purchase gets you access to all current episodes along with additional episodes releasing every six months or so. We are working with our partner, FableVision, to publish a version that allows for classroom licensing on their FableVision Games platform as well.

Grace:

Snowbright is also very active in the tabletop game industry, publishing cozy mystery role-playing games (RPGs) as well as card and board games. Our most recent Cozy Companion magazine actually took Ari and Zoe on a brand-new adventure to 1966 West Virginia as they learned about pollinators and cryptids in a mini-tabletop RPG.


Grace Collins (they/them) is the Founder/CEO of Snowbright Studio, a Cleveland-based LGBTBE certified game studio dedicated to publishing heartwarming games and experiences. Grace previously led games and education policy at the US Department of Education and later coordinated federal game policy across the executive branch. Prior to serving at the Department, they managed and developed educational game projects at the Smithsonian Institution. Grace has taught computer science and game design at multiple levels and was profiled by the Associated Press for founding the first esports team in the nation at an all-girls’ high school.

Carrie Linden (she/they) is the Communications Manager at Snowbright Studio, handling social media, websites, and the creation of official copy for the organization. Carrie has a Master’s in Education and seven years of experience teaching in LGBTQ+ friendly public-school programs and has her Certificate of Esports Management from UC Irvine. Carrie is an active member in the gaming and content creation community.

This blog is part of a 3-part Inside IES Research blog series on sexual orientation and gender identity in education research in observance of Pride month. The other posts discuss the feedback from the IES LGBTQI+ Listening and Learning session and encourage researchers to submit FY 2024 applications focused on the educational experiences and outcomes of LGBTQI+ identifying students.

This blog was produced by Katina Stapleton (Katina.Stapleton@ed.gov), NCER program officer and co-chair of the IES Diversity Council.

Adult Ed Grantee Spotlight: Aydin Durgunoglu and Research for Adult English Learners

As part of the IES 20th Anniversary, NCER is reflecting on the past, present, and future of adult education research. In this blog, Dr. Aydin Durgunoglu, Distinguished Global Professor Emeritus at the University of  Minnesota-Duluth, reflects on how her life and training have influenced her work. Dr. Durgunoglu is the principal investigator on Content-Integrated Language Instruction for Adults with Technology Support, one of the six research projects that comprise the CREATE Adult Skills Research Network.  As part of this network, Dr. Durgunoglu and her team are focusing on the needs of adult English learners and on U.S. history and civics education, such as what might be taught as part of Integrated English Literacy and Civics Education programs. Hers is the first grant NCER has funded that is focusing on this area for this population.

Please describe your IES project.

My colleagues and I are developing a curriculum called CILIA-T (Content-Integrated Language Instruction for Adults with Technology Support). We are embedding English instruction into U.S. History and Civics content and providing technology supports for both students and teachers as part of the curriculum. Our goal is to provide a complete and integrated resource that can be used by teachers with varying levels of experience in English as a Second Language (ESL), civics/U.S. history and citizenship classes.

What motivates you to do this work?

Two of my motivations are my background as an English learner and immigrant and my training as a cognitive psychologist.

I started learning English when I was 12 in an immersion-based approach. I recall some of the struggles I had such as misunderstanding that “you may sit down” was a full sentence in English because, in Turkish, the single word oturun has a similar meaning to the English sentence. This realization along with both Turkish and American experiences helped me to see the importance of culture, language, and instruction.

As a cognitive psychologist by training, I am interested in learning, memory, knowledge acquisition, and—most of all—language. One of my research areas has been how literacy develops across different languages—how it may progress differently in Spanish, Turkish, English, Hmong, etc. and whether it involves general cognitive processes that are language independent.

These experiences and interests have long influenced my work. For example, my colleagues and I collaborated on literacy projects for Mother Child Education Foundation (MOCEF) based in Turkey that have evolved and currently include a focus on women’s citizenship and empowerment. This work was based on my theoretical work on literacy development in Turkish. In the United States, I have conducted studies with adults and children on how what they know in their home languages can help them learn English (cross-language transfer). All of these experiences led me to our work as the CILIA-T team.

How are you leveraging your experiences to build CILIA-T?

In addition to my theoretical and applied experiences in adult education, this project is benefiting from the contributions of a group of dedicated adult educators. These colleagues are teaching ESL, citizenship, history, and civics classes. We are collaborating on writing a curriculum that teachers like themselves would like to use. Based on our experiences and findings from the field, we have identified the components that we feel are key for CILIA-T. Three of these main components include

  1. Multimodal input:  Contrary to how I started learning English, providing linguistic input in several different modalities is helpful. Technology provides many opportunities to realize this goal. Learners can interact with and produce content in many forms. For example, they can create and share academic vocabulary sets and review them like a game. Technology can also facilitate deep conceptual understanding of academic topics. For example, learners can share and discuss not only texts but also audios and videos for a deeper analysis and application of civics and history topics.
  2. Build on first languages (L1): Adults already have a well-developed language system or systems, if they know multiple languages. They use the clues from their L1 to understand how English operates. Therefore, we can provide opportunities to bring that existing linguistic knowledge to the forefront and to compare and contrast explicitly. One clear way to leverage L1 is to integrate oral language and help bridge what the adults can do orally with what they aim to do in reading and writing.
  3. Academic vocabulary: Individuals with limited or interrupted schooling tend to have lower levels of academic vocabulary in their first language, and thus, likely lower levels in English. A language learner may be quite fluent in using English in their everyday interactions, but that does not mean they have a strong academic vocabulary across different domains, such as health, math, science, civics, and finance. CILIA-T covers academic and discipline-specific vocabulary in a purposeful way. Academic vocabulary is closely related to the conceptual understanding of a phenomenon. Therefore, just learning word definitions is not enough. The vocabulary has to be contextualized with a conceptual understanding. For example, executive branch does not mean much by itself unless it is situated within an understanding of an overall governmental system. Similarly, the definition of the word mortgage may be forgotten quickly if the learner is not familiar with the loan and repayment system in the United States. Luckily, adults have a lot of background knowledge to facilitate such conceptual scaffolding, but that is for another blog.

What value do you hope CILIA-T might bring to the students, teachers, and communities?

We believe that when all individuals, but especially the newcomers, understand the systems, practices, historical contexts, and the language(s) of their society, they can become more active participants in their communities and can work towards accomplishing their life goals more effectively. We hope that CILIA-T provides the adult learners and the educators and programs that support them with a tool to facilitate this growth.


This blog was produced by Dr. Meredith Larson (Meredith.Larson@ed.gov), research analyst and program officer at NCER.

Exploring the Intersection of Special Education, Learning Analytics, and Psychometrics: A Journey in Education Research

This year, Inside IES Research is publishing a series of blogs showcasing a diverse group of IES-funded education researchers and fellows that are making significant contributions to education research, policy, and practice. In recognition of Asian American and Pacific Islander Heritage Month, in this interview blog we asked Dr. Xin Wei, a senior quantitative researcher at Digital Promise to discuss her career journey. Dr. Wei’s current IES-funded study uses statistical and machine-learning techniques to understand the test-taking behavior of National Assessment of Educational Progress (NAEP) grade 8 learners with and without disabilities.

How did you become interested in a career in education research?

As a child, I aspired to become a teacher, and in college I decided to pursue a degree in child development. During my senior year of college, I worked as a research assistant on a project studying statistical and psychometric methods used to analyze learning differences among children. This experience sparked my interest in education research and revealed the potential for statistical analysis to inform and enhance teaching practices.

Graduate studies at the University of Wisconsin-Madison and Stanford University helped me gain a deeper understanding of quantitative methods in education research. Through applying and improving quantitative methods, I discovered how national and state longitudinal datasets can help us understand the learning, social, and emotional needs of students with disabilities and which policy interventions can help us achieve better outcomes. This opportunity helped me understand the challenges students with disabilities face in the education system and deepened my appreciation for secondary data analysis and its power to inform intervention research.

Currently, my research focuses on analyzing log/process data to understand how digital learning and assessments can facilitate student learning, accurately measure progress, and improve outcomes for students with disabilities. Through this work, I am committed to advancing the education research field at the intersection of special education, learning analytics, and psychometrics.

What has been the biggest challenge you have encountered, and how did you overcome the challenge?

When I came to the United States to pursue a graduate degree at the age of 23, I faced a host of challenges that forced me out of my comfort zone. Navigating a new culture and adapting to academic expectations and research demands was overwhelming. Additionally, understanding U.S. K-12 education policies and practices was no easy feat. However, I was fortunate enough to have incredible mentors, professors, peers, and colleagues who provided me with guidance, support, and patience when I needed it most. These individuals played a crucial role in helping me grow as a researcher.

The most important lesson I learned from the challenges I faced was the value of continuous learning and growth in my career. These experiences have strengthened my commitment to making a positive impact in education and helping others who may be facing similar obstacles.

How can the broader education research community better support the careers and scholarship of researchers from underrepresented groups?

The student population in the United States is diverse, and it is essential that the education research community reflects that diversity by including scholars who bring unique perspectives and experiences.

One way to do this is by actively seeking out and valuing diverse voices in research, teaching, and leadership positions. This includes promoting diversity in conference panels, as well as actively recruiting and hiring researchers from underrepresented groups. By creating a culture of inclusivity, the education research community can better support the careers and scholarship of researchers from underrepresented groups.

Another way to better support the careers and scholarship of researchers from underrepresented groups is through mentoring programs, summer internships, and postdoc positions. These opportunities can provide valuable professional development and collaboration opportunities. In addition, research grants specifically targeted toward underrepresented groups can also help support their work and advance their careers. It is essential to widely advertise these opportunities and make them accessible to ensure that all researchers have an equal chance to participate.

In your area of research, what do you see as the greatest research needs or recommendations to address diversity, equity, and inclusion and to improve the relevance of education research for diverse communities of students and families?

To address diversity, equity, and inclusion in education research, it is crucial to adopt an asset-based approach when working with neurodiverse students. By shifting the focus from deficits to strengths, we can recognize and leverage their unique abilities, promoting more equitable educational practices. Additionally, targeted support should be provided to address the specific challenges underserved students face, ensuring inclusive learning environments. For instance, my research findings indicate that students with autism exhibit strengths in visuospatial reasoning and are drawn to STEM fields. However, autistic students may benefit from extra support to develop perseverance and improve their weaker areas (such as word problems) in math.

Furthermore, there is a need for more research focusing on understanding how students with disabilities or other underserved groups engage with and benefit from digital learning and assessment systems. This entails investigating their cognitive processes, level of engagement, needs, and barriers within these contexts.

To address this gap, I am currently analyzing the NAEP process/log, performance, and survey data to study the impact of digital tools (such as text-to-speech) on student performance. This line of research is crucial and should be expanded to gather new insights on inclusive and accessible learning possibilities as technologies continue to develop.

In addition, research efforts should extend beyond traditional methods and incorporate the analysis of multimodal data. By considering a range of data sources, including behavior log/process data, speech, facial expressions, and eye-tracking data, we can gain deeper insights into how students interact with digital learning and assessments. This comprehensive approach enables us to capture nuanced aspects of their experiences and informs the design and implementation of effective educational interventions and digital learning platforms.

What advice would you give to emerging scholars from underrepresented, minoritized groups that are pursuing a career in education research?

First and foremost, seek out a great mentor and research team. Having someone to guide and support you in the field can be tremendously beneficial to your career. Look for someone who shares your research interests, is supportive of your goals, and is committed to helping you succeed. Learning from others in your team is a great way to improve your skills and knowledge.

Second, don’t be afraid of change. The greatest opportunities often require stepping out of your comfort zone and exploring new research areas or methodologies. Be open to feedback and new perspectives that can help you grow as a researcher.

Third, be brave! It is important to recognize that your unique experiences and perspectives are valuable assets to the research community. Do not be afraid to share your ideas and contributions with others. Being proactive about your work can be a great way to build your network and collaborate with other researchers in the field.

Lastly, know that you have the potential to lead a research team yourself. Keep working hard, stay focused on your goals, and do not be afraid to take on leadership roles when the opportunities arise. Pursuing this career as an emerging scholar from an underrepresented or minoritized group can be challenging but also incredibly rewarding, and you can make a meaningful impact in the field and inspire others to follow in your footsteps.


Dr. Xin Wei is currently a senior quantitative researcher at Digital Promise. Prior to joining Digital Promise, she held the position of principal research scientist at SRI International for a duration of 15 years. She specializes in using applied experimental design, statistical and machine-learning techniques to evaluate and improve instruction, interventions, assessments, and policies. In addition to her current IES study, Dr. Wei has designed and directed statistical analysis of more than 26 grants funded by federal agencies.

Produced by NCER program officer Wai Chow (Wai-Ying.Chow@ed.gov) and Virtual Student Federal Service intern Audrey Im.

ED/IES SBIR: Highlights from 2022 & Announcing the New 2023 Program

The Department of Education’s Small Business Innovation Research Program (SBIR), which IES administers, funds the research, development, and evaluation of new, commercially viable education technology products. Known as ED/IES SBIR, the program’s goal is to grow a portfolio of products that are research-based and ready to be widely deployed to address pressing educational needs.

Over the past decade, the program has become known for investing in new entrepreneurial innovations, such as products by Future Engineers and Schell Games, as well as for supporting the transfer of evidence-based research into products that can be used in practice at scale, such as projects by Learning Ovations and Analytic Measures.

ED/IES SBIR: A Look Back at 2022

ED/IES SBIR products were used by millions of students, educators, and administrators to support remote and in-person learning.  Many companies, including MidSchoolMath, Education Modified, Sirius Thinking with partner Success For All, and PocketLab, earned new district contracts and licensing agreements to adopt their technologies at scale. Many companies also won industry awards for innovations on the basis of their ED/IES SBIR products.

With its 2022 awards, ED/IES SBIR continued to invest in emerging areas of education technology, funding projects that use artificial intelligence to personalize learning and generate real-time insights for educators to inform instruction, facilitate real-world learning, and support integrating arts in education and learning. Also in 2022, ED/IES SBIR launched a new “Direct to Phase II” program to support the scale up of existing evidence-based researcher developed innovations through the development of new education technology products. One award was made through this program.

Checkout the IES/ED SBIR News Archive for more information about our 2022 highlights.

ED/IES SBIR Releases Three 2023 Program Solicitations

On January 12, 2023, ED/IES SBIR released three solicitations, requesting proposals for Phase IA, Phase IB, or Direct to Phase II projects. The submission deadline for all three solicitations is March 13, 2023. The URL links to each solicitation on SAM.gov can be found on this page.

This year’s Phase I program introduces a new, two-track approach to stimulating innovation and research.

  • A “Phase IA” solicitation requests proposals for projects to develop a prototype of an entirely new education technology product, where no previous technological development has occurred. The goal of the Phase IA track is to stimulate novel approaches to solve pressing problems in education.
  • A “Phase IB” solicitation requests proposals for projects to develop a prototype of a new component to be added to an existing education technology prototype or product. The goal of the Phase IB track is to strengthen existing research-based prototypes or products in addressing pressing problems in education. Offerors interested in submitting a proposal for Phase IB must demonstrate that the existing prototype or product is research-based and that an additional investment in a new component to be integrated with what already exists is warranted. All Phase IA and IB proposals are for projects lasting 8 months for $250,000. All successful 2023 Phase I awardees will be eligible to submit a Phase II proposal in 2024 for $1M for full-scale development and evaluation.

A “Direct to Phase II” solicitation requests proposals for 2-year projects for $1,000,000 for the full-scale R&D and evaluation of new education technology products to ready existing evidence-based innovations (products, programs, or practices) for use at scale in education settings, and to plan for commercialization.  The existing education innovation is required to have originally been created by researchers at either universities (or other academic institutions) or non-profit education research organizations. Proposals must be submitted by a for-profit small business per the eligibility requirements of the SBIR program.


Stay tuned for updates on Twitter, Facebook, and LinkedIn as IES continues to support innovative technology and research.

Edward Metz (Edward.Metz@ed.gov) is a research scientist and the program manager for the Small Business Innovation Research Program at the US Department of Education’s Institute of Education Sciences.