Project Summary/Narrative
Sonic 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 low
in STEM. Even simple STEM concepts such as addition and subtraction can be challenging for BLV children because
these concepts require understanding of the number line, a spatial concept. Hence, students who are visually impaired are
often denied the opportunity to pursue STEM-related careers because they have not fully developed the pre-requisite skills
that allow them to compete alongside their sighted peers. In turn, society is denied the benefits that a diverse workforce
could 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 visual
impairment.
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.