The Education Division of the Software & Information Industry Association (SIIA) announces winners and finalists in its Innovation Incubator Program. The program was held during the annual flagship Ed Tech Industry Summit, May 5-7, at the Palace Hotel in San Francisco. Ten products and services were featured during the event, and awards were presented to the Most Innovative and Most Likely to Succeed based on votes of conference attendees. The Educator’s Choice Award was also be presented based on votes from educators and administrators from around the U.S.
The SIIA Innovation Incubator Program identifies and supports entrepreneurs in their development and distribution of innovative learning technologies. The program began in 2006 and has provided support for dozens of successful products and companies in their efforts to improve education through the use of software, digital content and related technologies. The program is open to applicants from academic and non-profit institutions, pre-revenue and early-stage companies, as well as established companies with newly developed technologies.
“This year’s Innovation Incubator participants stand out as incredibly original and exciting products,” said Karen Billings, vice president for the SIIA Education Division. “It’s a tremendous value for our members to have early access to these technologies.”
Innovation Incubator Program participants were selected from the applicant pool based on key selection criteria, including:
- The extent to which their innovation represents a “sea change” in thinking
- Potential to positively impact education by way of enhanced student achievement, teacher effectiveness, cost reduction and efficiency
- Education focus and end-user impact/market need for the innovation
- Representation of K-12/postsecondary market levels
- Level of originality and innovation
Innovation Incubator Program winners and finalists are as follows:
Citelighter, Citelighter Inc (voted Educator’s Choice and Most Innovative Runner Up)
Citelighter is an academic research platform that allows students to save, organize, and automatically cite content. Once completed they can open Citelighter in a Google doc to have their research next to their writing. As students undergo a critical thinking process (research, organizing, writing) we capture their behaviors and present it back to their teachers so they can see how and where their students need help. This appear like strands of DNA, but they are strands of thought.
simCEO, Jetlag Learning (voted Most Innovative)
Shmoop create online learning simulations where students compete and interact with one another – instead of a program – to make the environment and the learning more dynamic. Students apply skills in a real-world environments without right/wrong answers. Our first solution, simCEO targets entrepreneurship and financial literacy where students create their own company then buy/sell shares in each other’s companies. Teachers keep the simulation dynamic through news articles.
See.Touch.Learn., Brain Parade, LLC (voted Most Likely to Succeed)
See.Touch.Learn., an iPad visual learning & assessment system, improves the social interaction & communication skills of special needs students. Parents & teachers are turning away from traditional, static picture cards towards See.Touch.Learn.’s easy-to-use & effective personalized picture card learning tool. With stunning images, a community of content created by thousands of users, plus their own personal content, teachers & parents can deliver highly personalized instruction & assessments.
scrible, scrible (voted Most Likely to Succeed Runner Up)
scrible makes online reading and research apps for students/instructors and publishers. Our Web app lets you annotate webpages in your browser and then save, share and manage them in the cloud. Our Student Edition adds academic features (citations, reports, etc.). Instructors use scrible for collaborative e-reading exercises. Our Classroom Edition will empower them to teach critical reading skills using online reading/research assignments. Our annotation tools help publishers make content interactive.
Globaloria, World Wide Workshop (Finalist)
Globaloria is a project-based learning platform for teaching any subject through webgame design. A turn-key instructional solution, it integrates an academic curriculum, programming tutorials, and virtual support with professional development tools and a social learning network, making prior programming skills unnecessary. As students research educational game topics and learn content knowledge, they develop digital literacies and STEM & Computing skills by programming their original webgames.
mAuthor, Learnetic S.A. (Finalist)
Learnetic has pioneered an authoring system for creating INTERACTIVE mobile content ideal for publishers and developers and, in its next iteration for teachers. Content displays and functions on any device with any OS/screen size so is ideal for the diverse installed base of mobile devices in schools. Created content can easily be integrated with any website or learning platform. The Cloud based development approach provides maintenance free control of publishing process, content and technology.
Naiku, Naiku, Inc. (Finalist)
Naiku accelerates learning by providing next generation assessment solutions on any web enabled device. With automated scoring and built-in standards-aligned reports, teachers instantly know what each and every student knows. Additionally Naiku’s unique “better assessment” methodology engages students through research backed practices such as confidence based assessment, journaling, and reflection to provide teachers with a more complete picture of student performance than currently possible.
ParentSquare, ParentSquare (Finalist)
ParentSquare is an online platform for schools that makes parent involvement easy. Studies confirm what logic tells us to be true: parent involvement is the key to student success. School-home communication and parent participation are key components of parent involvement and ParentSquare exceptionally simplifies both. Teachers and parents have called it “an effective communication tool,” “an efficient way to recruit volunteers,” “great tool for individual class reminders,” “irreplaceable!”
Shmoop, Shmoop University, Inc. (Finalist)
Shmoop is a digital education resources company that innovates education by making learning accessible through understandable language and online materials. Shmoop uses colloquial language & pop culture to make learning fun and easy for students. Also, Shmoop serves as a one-stop education stop from high school to the real world, “specializing” in a gamut of resources, including literature & history guides, online classrooms, teacher resources, online textbooks, test prep, and career resources.
zondle, zondle (Finalist)
zondle is a unique web and mobile platform that enables teachers and students to create, play and share games to support learning. Teachers choose or create questions to match exactly their teaching aims (multiple formats, any subject, any level, any language). Students play and practice those questions (or questions they’ve created) in any of zondle’s casual games (any topic in any game, to consolidate classroom learning, for assessment, or to prepare for high-stakes tests).
For more information about the Ed Tech Industry Summit, visit siia.net/etis/2013/incubator.asp or contact Liderby Portorreal at Education@siia.net.