
Motion-Controlled Gaming for Neuroscience EducationAward last edited on: 12/24/14
Sponsored Program
SBIRAwarding Agency
NIH : NICHDTotal Award Amount
$499,328Award Phase
2Solicitation Topic Code
-----Principal Investigator
Paul K MlyniecCompany Information
Phase I
Contract Number: 1R43HD075438-01Start Date: 9/1/13 Completed: 8/31/15
Phase I year
2013Phase I Amount
$250,000Public Health Relevance Statement:
Public Health Relevance:
This proposal will build a framework that supports interactive kinesthetic, visual, and auditory components for fun and engaging neuroscience educational games. Three games will teach basic concepts about the brain, sensation, cognition, emotions, and behavior. If successful, the project will provide a teaching platform for the classroom, afterschool activities, and the home that will encourage students to acquire an interest in neuroscience learning and careers, and an ability to apply neuroscience to their daily lives.
NIH Spending Category:
Basic Behavioral and Social Science; Behavioral and Social Science; Clinical Research; Neurosciences; Pediatric
Project Terms:
Active Learning; after-school program; Anatomy; Area; Atlases; Auditory; Awareness; base; Behavior; Behavioral; Brain; career; Centers of Research Excellence; Child; Cognition; Collaborations; commercialization; Computers; Data; design; Development; digital; Doctor of Philosophy; Educational aspects; Educational Curriculum; Educational process of instructing; elementary school; Emotions; Environment; Esthesia; Evaluation; Feedback; fifth grade; Focus Groups; forest; Future; Goals; Home environment; interest; Knowledge; Knowledge acquisition; Lead; Learning; Life; literacy; medical schools; member; Methods; Mission; Motion; Nervous System Physiology; Neurosciences; next generation; Parents; Perception; Play; Population; programs; public health relevance; School Teachers; Science; Science, Technology, Engineering and Mathematics; Scientist; Site; social; Steam; Students; success; System; teacher; Time; Training; Transference (Psychology); Underrepresented Minority; Video Games; virtual; Visual; Work
Phase II
Contract Number: 5R43HD075438-02Start Date: 00/00/00 Completed: 00/00/00
Phase II year
2014Phase II Amount
$249,328Thesaurus Terms:
Active Learning;After-School Program;Anatomy;Area;Atlases;Auditory;Awareness;Base;Behavior;Behavioral;Brain;Career;Centers Of Research Excellence;Child;Cognition;Collaborations;Commercialization;Computer-Assisted Instruction;Computers;Data;Design;Development;Digital;Doctor Of Philosophy;E-Learning;Educational Aspects;Educational Curriculum;Educational Process Of Instructing;Emotions;Environment;Esthesia;Evaluation;Feedback;Fifth Grade;Focus Groups;Forest;Future;Goals;Home Environment;Interest;Knowledge;Knowledge Acquisition;Lead;Learning;Learning Module;Life;Literacy;Medical Schools;Member;Methods;Mission;Motion;Nervous System Physiology;Neurosciences;Next Generation;Parents;Perception;Play;Population;Primary School Faculty;Programs;Public Health Relevance;Science;Science, Technology, Engineering And Mathematics;Scientist;Site;Social;Steam;Students;Success;System;Teacher;Time;Training;Transference (Psychology);Underrepresented Minority;Video Games;Virtual;Visual;Work;