Opportunity Information: Apply for SEI 300 13 GR023
Apply for SEI 300 13 GR023
- The U. S. Mission to Ireland in the education science and technology and other research and development sector is offering a public funding opportunity titled "Games, Apps and Entertainment in STEM Education" and is now available to receive applicants.
- Interested and eligible applicants and submit their applications by referencing the CFDA number(s): 19.040 Public Diplomacy Programs.
- This funding opportunity was created on Jul 29, 2013 and posted on Jul 29, 2013.
- Applicants must submit their applications by Aug 9, 2013. (Agency may still review applications by suitable applicants for the remaining/unused allocated funding in 2026.)
- Each selected applicant is eligible to receive up to $48,000.00 in funding.
- Eligible applicants include: Unrestricted (i.e., open to any type of entity above), subject to any clarification in text field entitled Additional Information on Eligibility.
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Opportunity Summary:
The "Games, Apps and Entertainment in STEM Education" grant opportunity (Funding Opportunity Number SEI 300 13 GR023) was a discretionary U.S. Mission to Ireland grant designed to fund a short, intensive international exchange and professional development program focused on how games, apps, and related technologies can shape the future of STEM teaching and learning. The program was planned for November 2013 and would bring together a small cohort of 8 to 10 participants, evenly split between Northern Ireland and the Republic of Ireland. Participants were expected to be a mix of game or app developers, educators, and other STEM or learning-technology experts, with the overall educational emphasis generally aimed at grades 6 through 12.
The core purpose of the project was to expose Irish and Northern Irish participants to leading U.S. practices and institutions working at the intersection of STEM education, gamification, and digital learning, while also creating space for professional networking and leadership development. The opportunity explicitly recognized that both Northern Ireland and the Republic of Ireland had growing strengths in technology and the creative industries, including emerging clusters in film, ICT, music, and animation, and it framed the games industry as an area poised for further economic growth. At the same time, it highlighted a two-way exchange rationale: Ireland and Northern Ireland could share promising work in innovative STEM education for marginalized students, while the United States could share lessons learned from national education efforts associated with initiatives like President Obama s Educate to Innovate, along with broader research and development trends in learning games and gamification.
Applicants were expected to be U.S.-based organizations with substantial experience managing international exchanges, since the project required coordinating travel, meetings, and logistics across multiple U.S. locations on a tight timeline. The envisioned program length was approximately 12 to 14 days across four U.S. cities, combining site visits and meetings with developers, innovative schools, policymakers, universities, and STEM education organizations or NGOs. A sample itinerary suggested departing Ireland for Washington, DC; holding meetings in DC early in the trip; then traveling to Seattle or San Francisco; then continuing to the New Jersey and New York area; and finishing with meetings in Boston before returning to Ireland. The announcement also provided examples of potential host organizations and sites such as the University of Washington Center for Game Science, Quest to Learn in Manhattan, the National Science Foundation, the U.S. Department of Education, McKinley Technology High School in Washington, DC, the Institute of Play, MIT in Boston, the Scheller Teacher Education Program (STEP), and Zynga.org in connection with learning games acceleration efforts.
Proposals had to include a draft budget covering the full cost picture for running the exchange, including international and domestic airfare, ground transportation, per diem, local transportation, insurance where relevant, and program administration costs. The budget was also required to include the cost of an escort, reflecting the expectation that the organizing entity would provide structured support and coordination for the delegation throughout the trip. There was no cost-sharing or matching requirement listed for applicants.
Administratively, the opportunity was posted July 29, 2013, and the deadline for budget proposals (and the closing date for the opportunity) was August 9, 2013. The award ceiling was $48,000, the CFDA number was 19.040 (Public Diplomacy Programs), and eligibility was described as unrestricted (open to any type of entity), subject to any additional eligibility clarifications in the full announcement. The funding activity categories were education and science and technology and other research and development. The grant was hosted through the U.S. Embassy Dublin grant webpage, with a named contact at the U.S. Embassy Dublin for access issues and submission-related questions.
Frequently Asked Questions (FAQ)
What is the "Games, Apps and Entertainment in STEM Education" grant?
It is a discretionary U.S. Mission to Ireland grant opportunity designed to fund a short, intensive international exchange and professional development program focused on how games, apps, and related technologies can influence the future of STEM teaching and learning.
What is the Funding Opportunity Number for this grant?
The Funding Opportunity Number is SEI 300 13 GR023.
Who was this exchange program intended for?
The planned delegation was a small cohort of 8 to 10 participants, evenly split between Northern Ireland and the Republic of Ireland. Participants were expected to be a mix of game or app developers, educators, and other STEM or learning-technology experts.
What age/grade levels were the educational goals focused on?
The overall educational emphasis was generally aimed at grades 6 through 12.
What was the core purpose of the project?
The project aimed to expose Irish and Northern Irish participants to leading U.S. practices and institutions working at the intersection of STEM education, gamification, and digital learning, while also creating space for professional networking and leadership development.
What kind of exchange model did the opportunity describe?
It described a two-way exchange rationale: Ireland and Northern Ireland could share promising work in innovative STEM education for marginalized students, while the United States could share lessons learned from national education efforts (including those associated with President Obama's Educate to Innovate) and broader research and development trends in learning games and gamification.
When was the program planned to take place?
The program was planned for November 2013.
How long was the exchange expected to last?
The envisioned program length was approximately 12 to 14 days.
Where in the United States was the delegation expected to travel?
The program was envisioned across four U.S. cities with travel between multiple regions. A sample itinerary suggested: Washington, DC; then Seattle or San Francisco; then the New Jersey and New York area; and then Boston, before returning to Ireland.
What types of activities were expected during the trip?
The exchange was expected to combine site visits and meetings with developers, innovative schools, policymakers, universities, and STEM education organizations or NGOs.
What examples of potential U.S. host organizations or sites were mentioned?
Examples included the University of Washington Center for Game Science; Quest to Learn in Manhattan; the National Science Foundation; the U.S. Department of Education; McKinley Technology High School in Washington, DC; the Institute of Play; MIT in Boston; the Scheller Teacher Education Program (STEP); and Zynga.org in connection with learning games acceleration efforts.
Who was expected to apply as the applicant organization?
Applicants were expected to be U.S.-based organizations with substantial experience managing international exchanges, because the project required coordinating travel, meetings, and logistics across multiple U.S. locations on a tight timeline.
Was eligibility restricted to a specific type of entity?
Eligibility was described as unrestricted (open to any type of entity), subject to any additional eligibility clarifications in the full announcement.
What were the funding activity categories for this opportunity?
The funding activity categories were education, science and technology, and other research and development.
What is the CFDA number associated with this grant?
The CFDA number listed was 19.040 (Public Diplomacy Programs).
What was the award ceiling?
The award ceiling was $48,000.
When was the opportunity posted?
The opportunity was posted on July 29, 2013.
What was the deadline to submit?
The deadline for budget proposals (and the closing date for the opportunity) was August 9, 2013.
What needed to be included in the proposal budget?
Proposals had to include a draft budget covering the full cost picture for running the exchange, including international and domestic airfare, ground transportation, per diem, local transportation, insurance where relevant, and program administration costs.
Was an escort included in the required budget?
Yes. The budget was required to include the cost of an escort, reflecting the expectation that the organizing entity would provide structured support and coordination for the delegation throughout the trip.
Was cost sharing or matching required?
No cost-sharing or matching requirement was listed for applicants.
What kinds of coordination responsibilities did the implementing organization have?
Based on the description, the implementing organization was expected to manage international exchange logistics, including coordinating travel, meetings, and program support across multiple U.S. locations, with structured coordination for the delegation throughout the trip.
How many U.S. cities were expected to be part of the itinerary?
The envisioned program spanned approximately four U.S. cities.
What broader context did the announcement give about Ireland and Northern Ireland?
It noted growing strengths in technology and the creative industries, including emerging clusters in film, ICT, music, and animation, and presented the games industry as an area poised for further economic growth.
Where was the grant hosted or advertised for access?
The grant was hosted through the U.S. Embassy Dublin grant webpage.
Who should applicants contact for access or submission questions?
The announcement indicated there was a named contact at the U.S. Embassy Dublin for access issues and submission-related questions.
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