SBIR/STTR Research Award

Nurbits: Playing for Success in Neuroscience (Phase II)

Award identifier 8e3b025d985b4af536a9a42615b9ee7cd250c4ffb990459de81646af716d7f9eAwarding agency Department of Health and Human Services · National Institutes of Health

Award amount

$952,094

Program and phase

SBIR · Phase II

Award year

2015

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Award details

Awarding agency
Department of Health and Human Services
Branch
National Institutes of Health
Recipient company
IS3D LLC
Proposal award date
2015-05-01
Contract end date
2017-04-30
UEI
Not reported
Solicitation number
PA14-071
Topic code
999

Research abstract

DESCRIPTION provided by applicant The NIH Blueprint for Neuroscience Research identified a need for novel products that engage students in learning neuroscience In Phase I IS D tested the feasibility of Nurbits a videogame in which students apply neuroscience principles to solve puzzles and make music The research team determined that Nurbits was effective in engaging students teachers were receptive to including Nurbits in their curricula and provided evidence of student learning when playing Nurbits In Phase II IS D will expand Nurbits to include other vital neuroscience concepts and develop a system with which teachers can evaluate student performance in real time The Specific Aims for Phase II are as follows Aim To complete the programming and art asset creation required for new Nurbits modules real time data analysis and sharing functionalities Aim To determine the efficacy of Nurbits in engaging students improving student attitudes regarding neuroscience and increasing student learning of neuroscience concepts This aim will address Student Research Questions SRQ SRQ If teachers deploy the Nurbits game in their classroom do students attitudes toward neuroscience improve SRQ If students play Nurbits do they show increased learning of neuroscience concepts SRQ If teachers deploy the Nurbits game do students show evidence of more problem solving and critical thinking within the curriculum unit SRQ Can formal assessments be included in Nurbits without significantly decreasing engagement SRQ Do students use the game outside the classroom Aim To determine the supporting materials and resources that teachers need to most effectively utilize Nurbits in their curricula This aim will address Teacher Research Questions TRQ TRQ What resources do teachers need to successfully deploy Nurbits TRQ If teachers engage in the deployment of Nurbits does their content knowledge improve TRQ If real time data is given to the teacher do teachersandapos attitudes towards gaming improve TRQ Does access to real time data allow teachers to effectively intervene in the classroom TRQ Do teachers assess problem solving and critical thinking skills using real time data The completion of this project will result in a novel neuroscience education product and provide new insights into the design development and assessment strategies for science education games PUBLIC HEALTH RELEVANCE Currently very few high school students in the United States express any interest in careers in neuroscience despite the devastating impact of diseases such as Alzheimerandapos s Parkinsonandapos s and depression This project will help address these problems by developing an engaging fun and informative game called Nurbits in which students learn about the brain by applying key neuroscience principles to solve puzzles and create music The goal of the project is to make learning neuroscience an engaging activity for students that will encourage them to consider pursuing neuroscience in higher education and as a career choice

Technology keywords

Not reported

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Agency intelligence

Department of Health and Human Services

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