SBIR-STTR Award

Jerry the Bear: a Robotic Platform for At-Home Therapy and Education for Children with Type 1 Diabetes
Award last edited on: 8/11/15

Sponsored Program
SBIR
Awarding Agency
NIH : NIDDK
Total Award Amount
$149,209
Award Phase
1
Solicitation Topic Code
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Principal Investigator
Joel Bradley Schwartz

Company Information

Sproutel Inc

60 Valley Street Suite 105
Providence, RI 02909
   (914) 552-4371
   info@sproutel.com
   www.sproutel.com
Location: Single
Congr. District: 02
County: Providence

Phase I

Contract Number: 1R43DK105661-01
Start Date: 4/1/15    Completed: 3/31/16
Phase I year
2015
Phase I Amount
$149,209
The goal of this SBIR Phase I application from Sproutel is to develop a curriculum for providing expert educational content on diabetes self-management to be delivered via principles of game-based learning in an appealing teddy bear robotic character designed for young children diagnosed with type 1 diabetes mellitus. Type 1 diabetes (T1D) affects approximately 1 in 500 children and each year over 12,000 children under the age of 10 are diagnosed with this disease. Early intervention that improves self-management, raises self-confidence, and reduces personal and family stress has both short and long-term positive effects on disease management and health outcomes. However, access to existing intervention is limited the cost and availability of skilled healthcare professionals. Jerry the Bear(tm) is an interactive plush robot that provides educational content on diabetes care in an engaging format. Game-based learning has been demonstrated to be highly effective at improving healthcare outcomes, and recent research has shown that children perceive robots they engage with as companions, capable of providing motivation and emotional support. By embedding game-based education within Jerry the Bear, our goal is to teach diabetes self-management procedures and to build confidence and reduce stress in children aged 3-7, using an accessible, low- cost, at-home platform. To date we have fabricated 300 early prototype bears and delivered them to more than 350 children with T1D in 100 families and 8 diabetes camps. These prototype bears have proved our concept, but contain only an abbreviated curriculum of two storybook modules. The expected outcomes of this application will include the completed curriculum for Jerry the Bear, the addition of activity logging software for measuring engagement, and completing a pilot use study to gauge children's reactions to Jerry the Bear. With these outcomes, we will be positioned well to apply for Phase II funding for a pilot clinical trial to test hypotheses that Jerry the Bear improves children's understanding of diabetes, improves their self-confidence, and reduces their disease-related stress and family conflict around the disease. Building upon established principles of diabetes education while addressing the limitations of cost, accessibility, and motivation, the significance of our approach is to creae an engaging, accessible product for young children with T1D, and the potential benefits of the technologies developed within this project for children with other chronic illnesses. The application is highly innovative in its approach to commercialize a platform device that incorporates principles of game- based learning, socially assistive robotics, activity logging, home-based therapy, at a very cost- effective price point.

Public Health Relevance Statement:


Public Health Relevance:
Sproutel is a startup company whose mission is to improve patient outcomes through play for children with a chronic illness. Our current focus is to engage newly diagnosed children with type 1 diabetes via an educational and therapeutic robotic companion, with the goal of improving their understanding of the disease and participation in its management. Our device is Jerry the Bear(tm), a plush teddy bear that capitalizes on principles of game-based learning to engage and motivate children to deliver expert-approved educational content for establishing positive routines for health management, increased self-esteem, and reduced family stress in an accessible, cost-effective, at-home setting.

Project Terms:
Address; Affect; Age; aged; Asthma; base; Behavior; Behavioral; Camping; Caregivers; Caring; Child; Childhood; Chronic Disease; Clinical Trials; Collaborations; commercialization; Communication; Companions; Computer software; Conflict (Psychology); cost; cost effective; design; Development; Devices; diabetes education; diabetes management; Diabetes Mellitus; Diagnosis; Disease; Disease Management; Early Intervention; Educational aspects; Educational Curriculum; Educational process of instructing; Emergency Situation; Emotional; Family; Fostering; Funding; Goals; Health; Health Professional; Healthcare; Home environment; improved; innovation; Insulin-Dependent Diabetes Mellitus; interest; Intervention; Learning; Life; Measures; Mechanics; Mission; Motivation; Newly Diagnosed; Outcome; Patients; Phase; Pilot Projects; Play; Positioning Attribute; Price; Procedures; prototype; public health relevance; Reaction; Research; Robot; Robotics; self esteem; Self Management; Self Perception; sensor; skills training; Small Business Innovation Research Grant; software development; Stress; Technology; Testing; Therapeutic; touchscreen; Ursidae Family; Video Games; Visit; Writing

Phase II

Contract Number: ----------
Start Date: 00/00/00    Completed: 00/00/00
Phase II year
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Phase II Amount
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