2402468
Cooperative Agreement
Overview
Grant Description
Sbir Phase II: Video Game Tool for Navigating the College Admission Process -the broader/commercial impact of this small business innovation research (SBIR) Phase II project will address the critical issue of low college enrollment rates among underserved high school students. With limited access to guidance counselors, particularly in schools serving large minority populations, students often struggle to navigate the complex college preparation, admissions, and financial aid processes.
By leveraging the power of gaming technology, this project aims to engage and educate youth about college-going habits and persistence strategies during their recreational gaming time. The innovative gaming system will provide a cost-effective solution to supplement the limited resources available for college counseling at under-resourced middle and high schools. The technology has the potential to become a key factor in the commercial success of the company, with school districts being the initial target market.
This initiative not only enhances scientific and technological understanding but also addresses a significant societal challenge by promoting educational equity and increasing access to higher education for underserved communities. Ultimately, this project aligns with NSF's mission to advance national prosperity and welfare by empowering students with the knowledge and skills necessary to pursue post-secondary education and contribute to the nation's workforce.
This small business innovation research Phase II project aims to shift the college-going culture at under-resourced middle and high schools by developing an innovative video game that educates and prepares students for the college application process. The research objectives are to measure students' knowledge acquisition about college admissions criteria, deadlines, acceptance and enrollment processes, and financial aid options as they progress through the game's levels.
The proposed research involves validating and refining the instruments and measures developed during the pilot phase to assess students' readiness based on their performance at each level. The anticipated technical results include a comprehensive set of reliable and valid measures that will enable schools and stakeholders to identify and address students' knowledge gaps, ultimately strengthening their pathways to college. This project is particularly crucial for underrepresented students who often face significant barriers during the college application process.
By leveraging the engaging nature of video games, this project offers a unique and transformative approach to democratizing college access. The outcome of this research has the potential to set a new standard for learning solutions and progressive practices in the field of college preparation, providing a scalable and effective model for empowering all students to navigate the complex college admissions landscape successfully. 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. Subawards are not planned for this award.
By leveraging the power of gaming technology, this project aims to engage and educate youth about college-going habits and persistence strategies during their recreational gaming time. The innovative gaming system will provide a cost-effective solution to supplement the limited resources available for college counseling at under-resourced middle and high schools. The technology has the potential to become a key factor in the commercial success of the company, with school districts being the initial target market.
This initiative not only enhances scientific and technological understanding but also addresses a significant societal challenge by promoting educational equity and increasing access to higher education for underserved communities. Ultimately, this project aligns with NSF's mission to advance national prosperity and welfare by empowering students with the knowledge and skills necessary to pursue post-secondary education and contribute to the nation's workforce.
This small business innovation research Phase II project aims to shift the college-going culture at under-resourced middle and high schools by developing an innovative video game that educates and prepares students for the college application process. The research objectives are to measure students' knowledge acquisition about college admissions criteria, deadlines, acceptance and enrollment processes, and financial aid options as they progress through the game's levels.
The proposed research involves validating and refining the instruments and measures developed during the pilot phase to assess students' readiness based on their performance at each level. The anticipated technical results include a comprehensive set of reliable and valid measures that will enable schools and stakeholders to identify and address students' knowledge gaps, ultimately strengthening their pathways to college. This project is particularly crucial for underrepresented students who often face significant barriers during the college application process.
By leveraging the engaging nature of video games, this project offers a unique and transformative approach to democratizing college access. The outcome of this research has the potential to set a new standard for learning solutions and progressive practices in the field of college preparation, providing a scalable and effective model for empowering all students to navigate the complex college admissions landscape successfully. 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. Subawards are not planned for this award.
Awardee
Funding Goals
THE GOAL OF THIS FUNDING OPPORTUNITY, "NSF SMALL BUSINESS INNOVATION RESEARCH PHASE II (SBIR)/ SMALL BUSINESS TECHNOLOGY TRANSFER (STTR) PROGRAMS PHASE II", IS IDENTIFIED IN THE LINK: HTTPS://WWW.NSF.GOV/PUBLICATIONS/PUB_SUMM.JSP?ODS_KEY=NSF23516
Grant Program (CFDA)
Awarding Agency
Place of Performance
Allen,
Texas
75013-4873
United States
Geographic Scope
Single Zip Code
Related Opportunity
Analysis Notes
Termination This cooperative agreement was reported as terminated by the Department of Government Efficiency (DOGE) in July 2025. See All
Amendment Since initial award the End Date has been shortened from 05/31/26 to 04/25/25.
Amendment Since initial award the End Date has been shortened from 05/31/26 to 04/25/25.
The Learning Network was awarded
Cooperative Agreement 2402468
worth $989,117
from in June 2024 with work to be completed primarily in Allen Texas United States.
The grant
has a duration of 10 months and
was awarded through assistance program 47.084 NSF Technology, Innovation, and Partnerships.
The Cooperative Agreement was awarded through grant opportunity NSF Small Business Innovation Research / Small Business Technology Transfer Phase II Programs (SBIR/STTR Phase II).
SBIR Details
Research Type
SBIR Phase II
Title
SBIR Phase II: Video Game Tool for Navigating the College Admission Process
Abstract
The broader/commercial impact of this Small Business Innovation Research (SBIR) Phase II project will address the critical issue of low college enrollment rates among underserved high school students. With limited access to guidance counselors, particularly in schools serving large minority populations, students often struggle to navigate the complex college preparation, admissions, and financial aid processes. By leveraging the power of gaming technology, this project aims to engage and educate youth about college-going habits and persistence strategies during their recreational gaming time. The innovative gaming system will provide a cost-effective solution to supplement the limited resources available for college counseling at under-resourced middle and high schools. The technology has the potential to become a key factor in the commercial success of the company, with school districts being the initial target market. This initiative not only enhances scientific and technological understanding but also addresses a significant societal challenge by promoting educational equity and increasing access to higher education for underserved communities. Ultimately, this project aligns with NSF's mission to advance national prosperity and welfare by empowering students with the knowledge and skills necessary to pursue post-secondary education and contribute to the nation's workforce.
This Small Business Innovation Research Phase II project aims to shift the college-going culture at under-resourced middle and high schools by developing an innovative video game that educates and prepares students for the college application process. The research objectives are to measure students' knowledge acquisition about college admissions criteria, deadlines, acceptance and enrollment processes, and financial aid options as they progress through the game's levels. The proposed research involves validating and refining the instruments and measures developed during the pilot phase to assess students' readiness based on their performance at each level. The anticipated technical results include a comprehensive set of reliable and valid measures that will enable schools and stakeholders to identify and address students' knowledge gaps, ultimately strengthening their pathways to college. This project is particularly crucial for underrepresented students who often face significant barriers during the college application process. By leveraging the engaging nature of video games, this project offers a unique and transformative approach to democratizing college access. The outcome of this research has the potential to set a new standard for learning solutions and progressive practices in the field of college preparation, providing a scalable and effective model for empowering all students to navigate the complex college admissions landscape successfully.
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.
Topic Code
LC
Solicitation Number
NSF 23-516
Status
(Complete)
Last Modified 5/19/25
Period of Performance
6/15/24
Start Date
4/25/25
End Date
Funding Split
$989.1K
Federal Obligation
$0.0
Non-Federal Obligation
$989.1K
Total Obligated
Activity Timeline
Transaction History
Modifications to 2402468
Additional Detail
Award ID FAIN
2402468
SAI Number
None
Award ID URI
SAI EXEMPT
Awardee Classifications
Small Business
Awarding Office
491503 TRANSLATIONAL IMPACTS
Funding Office
491503 TRANSLATIONAL IMPACTS
Awardee UEI
SW6LSA3HY843
Awardee CAGE
94KT4
Performance District
TX-03
Senators
John Cornyn
Ted Cruz
Ted Cruz
Modified: 5/19/25