Updated Nov 23, 2017CLOSED
|Created in||United States|
|Region||Low and Middle Income Countries|
|Focus Areas||All Sectors|
|Planned Usage of Funds|
VentureWell grant funding is awarded to your college or university. Grant funds are administered by an institution’s office of sponsored programs or an equivalent entity. Every institution works a bit differently, so we strongly encourage you to identify an administrative point of contact early, and work with that person to learn about your university’s internal processes and procedures. If you are accepted into the E –Team Program, you and your team will be working with your administrative point of contact on reimbursement for expenses/access to the grant funding.
A portion of the grant funds is intended to cover expenses related to your team’s participation in the required program workshops. Stage 1 does not require a budget in advance. Any remaining funds after the required Stage 1 workshop expenses are covered can be used to further develop your product.
VentureWell does not allow overhead to be taken from grants funds. We strongly recommend that teams consult with their office of sponsored programs (or equivalent) to learn their institution’s rules about overhead before submitting an application.
|Other||Examples of projects that are not a fit for the E-Team Program:
● Projects without any student involvement.
● Faculty-driven projects in which participating students have no ownership of resulting intellectual property (IP) or low decision-making power to apply learning from the E-team workshops. (VentureWell strongly recommends that each team reads and understands its campus IP policy before applying.)
● Pure research projects without any defined commercial applications or potential.
● Therapeutics and drugs (due to their long technical development timeline and time to market).
● Web-based or mobile apps that don’t require significant technical innovation
● Projects without a clear technology invention or innovation
● Projects that don’t address a path to commercialization
● One-time projects that are not scalable
● Projects without a clearly articulated social and/or environmental impact
● Projects that do not involve an emphasis on entrepreneurship and/or that begin and end in the classroom. The student team leaders should show intention to move the technology beyond the classroom.