3-C INSTITUTE FOR SOCIAL DEVELOPMENT INC — Department of Health and Human Services SBIR Phase I: NICHD

3-C INSTITUTE FOR SOCIAL DEVELOPMENT INC — SBIR Phase I award from Department of Health and Human Services.

Amount
$299,935
Agency
Department of Health and Human Services · National Institutes of Health
Program / Phase
SBIR · Phase I
Topic
NICHD
Solicitation
PA16-302
NAICS
Place of performance
NC
Period
2017-09-08 → 2018-05-31

Description

Abstract Bullying is all too common in the early school years occurring at approximately the same rate in Kindergarten and st K grades as in later elementary school Research underscores how bullying at an early age is predictive of continued bullying and peer victimization and how all involved bullies victims and bystanders are at elevated risk for negative outcomes in many aspects of a childandapos s social emotional and academic life Recent reviews of school based programs demonstrate that punitive disciplinary approaches to bullying prevention do not work and that social emotional learning SEL is a critical ingredient in effective programs Unfortunately logistical barriers e g time cost need for trained staff too often undermine schoolsandapos abilities to implement traditional in person SEL strategies with all students This SBIR Fast Track will leverage cutting edge intelligent social tutoring game technology to create a new evidence based serious game specifically designed to help younger students develop the social emotional skills they need to navigate bullying situations C Institute is a leader in the field of game based Intelligent Social Tutoring Systems ISTS with extensive experience creating and testing SEL games Candapos s ongoing collaboration with the Bellevue Public School in WA Communities in Schools Wake County Public Schools NC and our commercialization partner Personalized Learning Games will provide a solid foundation on which to build test and commercialize the proposed serious K SEL game product Five specific aims will be accomplished In Phase I we will create a serious game prototype based on input from K students parents and educators with a custom graphic design and storyworld and five prototype social problem solving SPS scenes We will also conduct end user tests with K students and educators who will review and evaluate the prototype In Phase II we will develop the full product through an iterative testing process for a total of SPS scenes aligned to CASELandapos s SEL framework Self management Self awareness Social Awareness Relationship Skills andamp Responsible Decision Making as well as online Student Home and Educator Portals Then we will conduct a randomized active control pilot study to test the serious gameandapos s impact for improving K studentsandapos social emotional behavior ability to problem solve in bullying situations self efficacy for coping with bullying and awareness of behaviors that constitute bullying We expect the SEL serious game to result in significant improvements in all areas compared to the active control group Lastly we will prepare for commercialization by conducting focus groups with educators to finalize the complete product and formulate implementation guidelines for schools We will also develop all needed online training demos and materials finalize online reporting functions and integrate e commerce functions into the website Our proposed product will meet a significant market need as the first rigorously tested serious game for SEL bullying prevention with younger students We have already secured a pathway to market with Personalized Learning Games Inc committed to offering the product Project Narrative Bullying is alarmingly prevalent in the early school grades and decades of research underscore how early bullying and peer victimization foster both short and long term detrimental effects for all those involved When bullying persists into the later school grades the risk for negative consequences of exposure to bullying further increase including behavioral academic and mental health difficulties Effective school based bullying prevention efforts embed social and emotional learning SEL strategies providing students with instruction and practice in a variety of bullying situations However schools face logistical barriers that hinder their ability to implement SEL bullying prevention programs to all students including time cost and scalability Serious games can lower these barriers while also offering an inherently engaging and safe platform for social learning and practice The end goal of the proposed Fast Track SBIR is to bring effective game based SEL to schools on a broad scale to address the need for feasible scalable and effective SEL tools for bullying prevention with younger students