SBIR/STTR Research Award

Using Interactive Digital Media to Teach Cardiopulmonary Resuscitation to High School Students

Award identifier 0822539269c2ad8784601744a73beecf1af224a35a763d5d071c8e337864d8edAwarding agency Department of Health and Human Services · National Institutes of Health

Award amount

$1,498,574

Program and phase

STTR · Phase II

Award year

2023

Explore This Research Award in CaptureIQ

Research the technology, evaluate the recipient and agency, identify related opportunities, and explore potential follow-on work with CaptureIQ.

Award details

Awarding agency
Department of Health and Human Services
Branch
National Institutes of Health
Recipient company
CORAM TECHNOLOGIES, INC.
Proposal award date
2023-09-15
Contract end date
2025-09-14
UEI
ZVEKFW4KL818
Solicitation number
PAR20-239
Topic code
500

Research abstract

Abstract Out-of-hospital cardiac arrest affects over 350,000 people in the U.S. annually, but only 10.8% survive. Bystander cardiopulmonary resuscitation (CPR) improves survival, but rates of training in the U.S. are low. It is recently required by law in 39 U.S. states that high school students learn CPR. However, current methods of teaching CPR use outdated pedagogical strategies and expensive devices. Previous data indicates that only 12% of students are able to perform high-quality CPR 6 months following standard training. The purpose of this project is to create an interactive video game experience to teach CPR in classrooms. In phase I, we created an interactive digital film depicting a dramatic cardiac arrest, a prototype “CPR Spring” to replace traditional CPR manikins, and a plan for interactivity between the device and the film. Preliminary data showed that the interactive video alone (without the paired CPR Spring) improved CPR skill acquisition and retention by 50% in high school students, compared to standard classroom training. The CPR Spring device has properties that more closely mimic a real human chest than competitor devices. The combined CPR Spring + Interactive Film was feasible in a classroom setting, engaging to students, and easy to use for teachers. In phase II of this grant, we will build upon the success of phase I to create a commercially-ready interactive CPR video game experience. This experience will include a new interactive CPR film featuring a female victim, addressing gender disparities in bystander CPR. This film will interact with an improved version of the CPR Spring, which communicates wirelessly with the film through mobile device-based app and school computer via the local Wi-Fi network, providing real-time CPR quality feedback for each Spring simultaneously while the film is playing. The interactive CPR video game experience will improve upon current methods of training, by being: 1) Emotionally Engaging via realistic cardiac arrest film footage; 2) Multi-sensory, engaging tactile, auditory, visual, and psychomotor skills; 3) Realistic, both the tactile feel of the CPR Spring AND the realistic film; 4) More interactive, through answering team-based questions and receiving real-time CPR quality feedback; 5) Affordable and practical, as it does not require an instructor; and 6) Modern, mimicking a video game experience. We will compare our video game method to standard CPR training in schools, reporting outcomes including longitudinal CPR skill retention, engagement, and emotional response. Our goal is to develop a commercially-ready product that is 1/10th the cost and 1/5th the size of current CPR manikins and requires no instructor, thereby offering a low-cost, low-profile, more effective CPR course. This product has the potential to become the predominant method for training CPR in North America, which could lead to more saved lives after cardiac arrest.

Technology keywords

Not reported

Other awards by this recipient

Verified by the same UEI. These are other public SBIR/STTR award pages, not a merged company record.

Awards with the same topic code

Verified by an exact topic code match. This is not a text-similarity match.

Research funding history

4 SBIR/STTR records share this UEI (2019–2025). Reported award amounts total $2,956,979. Reported amounts are not federal obligations.

Phases: Phase II, Phase I

Agencies: Department of Health and Human Services

Agency intelligence

Department of Health and Human Services

Back to SBIR/STTR Research Awards

Don't take our word for it. Ask AI about RFPCapture.

See what leading AI assistants have to say about RFPCapture and CaptureIQ.

Gemini opens without a prefilled question. The question is copied to your clipboard when the button works. You can also copy it here:

What is RFPCapture.com and its CaptureIQ platform from Smart Logic AI? How does it help federal contractors discover opportunities, evaluate bid/no-bid decisions, research government contracts, and prepare proposals? How does it compare with other federal capture platforms? Use independent sources where available.