SBIR/STTR Research Award
Kürzi, An Interactive Media Device and Curriculum Encouraging Healthy Decision Making in Youth
Award amount
$249,561Program and phase
SBIR · Phase IAward year
2021Award details
- Awarding agency
- Department of Health and Human Services
- Branch
- National Institutes of Health
- Recipient company
- AKROSENSE LLC
- Proposal award date
- 2021-06-05
- Contract end date
- 2021-12-04
- UEI
- KKTWRNZ7NMN9
- Solicitation number
- PAR20-244
- Topic code
- 500
Research abstract
Summary/Abstract
Adults in the United States (U.S.) have the highest rates among industrial nations of chronic disease burden and
obesity leading to deaths that could be prevented with healthier lifestyle choices. U.S. adults have a life
expectancy of 78.6 years, 2.1 years lower than the average of all other industrial nations, while Non-Hispanic
Black Americans have an even shorter life expectancy at 75.3 years. Provider bias against Black and Hispanic
patients has been well documented in research contributing to minority patients being less likely to receive
adequate treatment. Racial inequalities in healthcare have been proven to contribute to shorter lifespans for
minorities in the U.S. Health education needs to be improved for the benefit of all Americans, and the healthcare
system must be diversified to better serve all patients equally. To diversify the healthcare system, children should
be introduced to possible career paths in adolescence when they are considering career roles. Studies have
shown that students from 6th through 8th grade exposed to learning through the use of interactive digital media
(IDM) games demonstrate significant gains in knowledge across different races/ethnicities, genders, and learning
disabilities. We propose to develop a low-cost standalone device with basic vital sign sensors and interactive
games to demonstrate the importance of making healthy decisions in relation to diet and physical activity via the
use of an avatar that performs better based on input player vital signs. The avatar-based game, Kürzi, will include
doctor visits for the Kürzi creature and events that feature different healthcare professions. The Kürzi device is
paired with a tailored curriculum based on the National Health Education Standards for trained teachers to guide
students through four different lessons. Eight different middle school classrooms will be evaluated using
formative assessment to determine if the Kürzi IDM improves knowledge about healthy decision making and
healthcare careers. Additionally, there will be four groups of two classrooms each in a 2 x 2 between-subjects
design that will be used to isolate any effect of the Kürzi product from the new curriculum. At the end of the
curriculum, teachers will be asked for feedback through open-ended questions related to the curriculum.Project Narrative
We propose to design and manufacture a standalone interactive digital media game hardware system and
develop a corresponding curriculum based on National Health Education Standards for middle school students
that will educate them about healthy decision making and healthcare careers. Middle school students will play
the game, called Kürzi, which features a creature-avatar that they must care for through healthy decision making
and virtual game healthcare appointments. We will assess the feasibility and effectiveness of Kürzi to improve
knowledge about healthy decision making and healthcare careers through a formative assessment and focus
groups with teachers.
Technology keywords
Not reported
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