Researching, developing, and transitioning advances in separation architectures, model-based system engineering, and mathematical analysis.
- Safety & Security AnalysisAnalyze system models for gaps in safety and security compliance, and generate documentation to support certification requirements.
- Real-time Operating System SchedulingProvide end-to-end, system-wide schedulabilty analysis, and generate real-time operating system (RTOS) schedules and configuration information
- Embedded System Tradespace AnalysisSupport least-commitment design strategies by continuously evaluating embedded system design alternatives against diverse requirements.
What’s next: Innovative research examining hard problems of national importance.
- Weird MachinesAnticipating vulnerabilities related to computer systems that employ artificial intelligence
- Education InnovationDelivering game-based education to adolescents and young adults
- Automated Behavior AnalysisDetecting vulnerabilities in embedded systems using timed automata (VOLTA)
- Code GenerationAutomating the integration of cyber-resilient components in complex systems
- About Us
Transform Your Content
Powered by FORGE™
The Andamio FORGE™ development platform enables non-programmers to create, deploy, and maintain collaborative, interactive digital web-apps with embedded challenges and game-like assessments. The cloud-based apps developed with FORGE provide monitoring capabilities that enable instructors to track progress, focus teaching on problem areas as they emerge, communicate individually with learners, collect data, and document lesson completion.
FORGE is an ideal authoring tool for publishers and learning providers with existing content and educational objectives. Our team will help you transform your content into collaborative, engaging web-apps. Contact us to discuss bringing a higher level of engagement and effectiveness to your curriculum.
The Neurobiology of Addiction and Recovery
SoberSloth was developed as part of a multi-year National Institutes of Health SBIR grant to improve neuroscience education for adolescent and young adult substance use disorder patients. SoberSloth focuses on the role of the brain’s dopamine reward system in addiction, providing interactive, game-based psychoeducation for adolescents and young adults.
The NIH grant included an efficacy study of SoberSloth applied in behavioral treatment settings. In partnership with the University of Pennsylvania Center for Studies of Addiction, a randomized controlled study of SoberSloth is finishing up in April 2022. The goal of this study is to determine if delivering engaging, evidence-based education about the brain will positively impact attitudes towards recovery with this historically under-served patient population.
FORGE was used to quickly adapt an interactive circuit building simulator we previously developed for iNeuron, integrate scaffolded instruction to support step-wise learning of key concepts related to addiction and recovery, and rapidly adapt the game as it was being developed with our UPenn colleagues.
SoberSloth is currently being used by Gobi Support, a web-based program for adolescent substance use prevention. On Day 3 of the course, Gobi directs teens through the first three levels of SoberSloth in order to facilitate broader family discussions about the effects of drug use and abuse.
Please contact us if you would like to use SoberSloth as part of your prevention or treatment program.
Experiential, Fun, Award-Winning STEM App
CellEnergy Photosynthesis Labs
CellEnergy™ is an iOS app, available for download on the App Store, that immerses high school biology students in the hard-to-learn subjects of photosynthesis and cell respiration. Virtual biology labs provide an experimental playground where trial and error is encouraged, and students can build real mastery of Next Generation Science Standards (NGSS) practices.
CellEnergy was developed with the support of a multi-phased Small Business Innovation Research (SBIR) award from the National Science Foundation. Andamio Games partnered with life science teachers from Twin Cities area public schools to conduct a multi-classroom test in the Fall of 2018 that demonstrated significant gains among the CellEnergy students when compared to the control group. Peer-reviewed results were published in the proceedings of the 2019 Connected Learning Conference.
CellEnergy won a 2019 Top Pick for Learning rating from Common Sense Education.
CellEnergy Teacher Resource Downloads:
Engaging High School Students in Neuroscience
iNeuron® is an iOS app, available for download on the App Store, that teaches introductory neuroscience concepts to high school students. Developed with the support of two grants from the National Institutes of Health, iNeuron facilitates small group collaboration as players solve neurological circuit building problems and engage with a host of other learn-by-doing games.
iNeuron was designed specifically as an instructional tool for classroom teachers. By delivering game challenges in the relevant context of the human nervous system, iNeuron helps teachers meaningfully engage their students in neuroscience, which leads to subject matter mastery, and better retention of difficult concepts. FORGE was first developed on this effort to enable educators to describe the lessons and instructional content in a way that could easily be adapted into the app software itself.
In a multi-classroom study with nearly 400 high-school students conducted by educational researchers from the University of Minnesota, iNeuron was shown to be more effective than state of the art neuroscience education practices. The full results of the evaluation are published in the peer-reviewed Journal of Science Education & Technology.
iNeuron Teacher Resource Downloads:
Kickstart Your Content
Goodnight Server Room
Children’s book author T.D. Smith published “Goodnight Server Room” with the help of a Kickstarter campaign, which included an iOS App as a milestone incentive. The author used FORGE to design a companion mobile app, smoothly repurposing existing artwork and story content, and creating learning games that expose elementary school students to basic coding concepts like counting in binary.