SBIR/STTR Research Award

Virtually Empowering Schools with Adolescent Immigrant Students (VISA-IS)

Award identifier 5cc78d2bbf3a40d0653b5da380767117fa0a327e6cc4857fee6468541b7148e1Awarding agency Department of Health and Human Services · National Institutes of Health

Award amount

$216,935

Program and phase

STTR · Phase I

Award year

2020

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
INHEALTH USA, INC.
Proposal award date
2020-09-16
Contract end date
2021-08-31
UEI
J6NNERB6JR86
Solicitation number
PA19-270
Topic code
102

Research abstract

ABSTRACT VISA-IS/US GAMES The Issue: Many Hispanic youth face culturally related challenges such as discrimination, being perceived as a “threat” by White and Black Americans, having to juggle and reconcile their heritage and US cultural systems, and acculturation conflicts with parents. These cultural challenges are also related to schooling: in the US, school “success” is often defined in individualistic terms – getting good grades, scoring well on standardized tests, and leaving home to attend a prestigious university. These definitions of success may clash with core Hispanic values toward supporting family and residing at home until marriage. Thus, the individualistic definitions of success often applied within the US school system, may not resonate with Hispanic youth – and these youth may not bond well enough with school to do their best work. Perhaps as a result, Hispanic youth are overrepresented among school dropouts and underachieving students, as well as among incarcerated individuals. Programs are needed to help Hispanic youth to face their cultural challenges successfully and achieve in school. Especially needed are scalable and easily accessible programs that lend themselves to widespread implementation. The Solution: The goal of this Phase I project, Virtually Empowering Schools with Adolescent Immigrant Students (VISA-IS) is to examine the feasibility and acceptability of digital serious games designed to help Hispanic youth address cultural challenges and overcome barriers to school engagement (where many of these barriers are culturally based). The proposed commercial name is US Games. The goal of his project is to examine the feasibility and acceptability of the digital serious game. As part of the proposed study, we will work with our expert panel to design four EduGames to focus on coping with discrimination, developing a sense of ethnic identity, interacting with other ethnic groups, and becoming comfortable with biculturalism. Each of these cultural issues are related to school bonding and performance. We will develop 10-minute prototypes for each of the four EduGames. Then, we will ask Hispanic youth and teachers to play the games and provide feedback in separate youth and teacher focus groups. Provided the feasibility and acceptability ratings are 4 or higher on a 1-5 scale, we will proceed to develop and test full versions of the four EduGames in a Phase II trial. The Team: The 12-month Phase I project will engage a seasoned and experienced transdisciplinary team of experts from the fields of psychology, public health, intervention research, and digital media technology who have successfully worked together on similar projects. The Study: Our study is guided by two primary aims: (1) develop the 10-minute game prototypes in collaboration with our expert panel, youth advisors and teachers; and (2) evaluate acceptability and feasibility using both quantitative (Likert scale surveys) and qualitative (focus group) methods.NARRATIVE VISA-IS/US GAMES Hispanic youth face important cultural challenges in the US, including discrimination, being blamed for many of the country’s social problems, having to reconcile their cultural heritage with US culture, and experiencing acculturation conflicts with parents. These cultural challenges may be linked with poor school bonding and performance among many Hispanic youth. In the proposed study, we will address this problem by developing four virtual reality, serious games to help Hispanic youth address these cultural challenges and improve their school bonding and performance. This project responds to three Healthy People 2030 proposed goals– 1) Eliminate health disparities, achieve health equity, and attain health literacy to improve the health and well-being of all. 2) Create social, physical, and economic environments that promote attaining full potential for health and well-being for all and 3) Promote healthy development, healthy behaviors and well-being across all life stages.

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

6 SBIR/STTR records share this UEI (2014–2022). Reported award amounts total $2,537,484. Reported amounts are not federal obligations.

Phases: Phase I, Phase II

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.