SBIR-STTR Award

Adventure Game For Behavioral Science Education
Award last edited on: 5/17/02

Sponsored Program
SBIR
Awarding Agency
NIH : NIMH
Total Award Amount
$97,283
Award Phase
1
Solicitation Topic Code
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Principal Investigator
Henry M Halff

Company Information

Mei Technology Corporation

8930 Fourwinds Drive Suite 450
San Antonio, TX 78239
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Location: Single
Congr. District: 28
County: Bexar

Phase I

Contract Number: 1R43MH054953-01A1
Start Date: 00/00/00    Completed: 00/00/00
Phase I year
1996
Phase I Amount
$97,283
This project will develop and evaluate a computer-based adventure game to teach children how science can be used to learn about stress, behavior and health. In this game, the player assumes the role of a scientist in a research laboratory (Dr. Physio's Mind-Body Institute). The laboratory will have several rooms, each containing a problem in the psychophysiology of stress, and each problem can be solved using scientific methods. Among the skills addressed by these problems will be analytical tasks such as graph interpretation, divergent thinking tasks such as identification of hidden resources, and social tasks such as moderating discussions. The game will be implemented for Macintosh computers. The primary testbed will be 100 middle school seventh grade science and reading students; the ethnic mix is approximately 50% Hispanic, 40% Anglo, and 10% Black. Particular attention will be given to cultural, behavioral, and education interactions of Hispanic children. Effects of instruction, including acquisition of new knowledge and skills, attitudes and activities, will be evaluated through performance tests and classroom observations. Potential secondary markets include science and children's museums, medical clinics, mental health organizations, business wellness programs, and home entertainment.Proposed commercial application:The K- 12 educational system could employ such games to supplement or replace class exercises or homework. In the private sector, subsets of this game could be used in museums and traveling exhibits (e.g. kiosks). Other uses are in programs addressing behavior and health issues in medical clinics, mental health organizations and industry wellness programs.National Institute of Mental Health (NIMH)

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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