SBIR-STTR Award

Mr. Vetro: A Collective Simulation Framework for Health Science Education
Award last edited on: 7/19/2010

Sponsored Program
SBIR
Awarding Agency
NIH : NCRR
Total Award Amount
$886,952
Award Phase
2
Solicitation Topic Code
371
Principal Investigator
Alexander Repenning

Company Information

Agentsheets Inc

6525 Gunpark Drive Suite 150
Boulder, CO 80301
   (303) 530-1773
   info@agentsheets.com
   www.agentsheets.com
Location: Single
Congr. District: 02
County: Boulder

Phase I

Contract Number: 1R43RR022008-01
Start Date: 9/30/2005    Completed: 3/28/2006
Phase I year
2005
Phase I Amount
$77,539
Science apathy is growing at the K-12 education level, and represents an alarming development with potentially devastating consequences at individual, societal and economic levels. Surprisingly, this student apathy is increasing while the general public reads record numbers of popular science books and watches increasing amounts of science TV programming. In spite of the $70 billion investment in technology during the 1990s, K-12 science education fails to excite students. Technology has become prevalent in science education without fundamentally improving test scores or student attitudes. We claim the core of the problem is how technology is being used. Our main objective is to deal with the science apathy challenge by creating engaging discovery-oriented science learning modules uniquely combining social learning pedagogies with distributed simulation technology. This combination is part of a new framework that we call Collective Simulations. This framework will create extraordinary immersive, yet cost effective, learning experiences based on wirelessly connected handheld computers. For instance, in a K-12 course covering physiology, each group of students controls physiological variables of a single system/organ on their handheld computer, while a central simulation gathers all the data and projects them. Collective Simulations allow students to learn about the intricacies of interdependent complex systems by essentially becoming organs and engaging in a simulation-aided discourse with other students and teachers. In the long term, Collective Simulations would include other health education topics such as infectious diseases, nutrition, and physical education. Additionally, these simulations could also be used in medical school training, patient education, and museums. Our specific Phase I aims include designing, creating and evaluating 1 exemplary Collective Simulation physiology module. We will work with teachers and domain experts to design curriculum compliant educational content, adapt the existing C5 distributed simulation architecture to create the module, and work with education researchers and medical training experts to evaluate the module by comparing it against textbooks and simulations used in current educational practices. This research is highly relevant to general public health. Health science apathy, increasing at a societal level, is often rooted in K-12 science education failing to be of interest or relevance to everyday life. Collective Simulations, especially when exploring compelling content (e.g. connecting physiology with nutrition, physical education and substance abuse), are likely to engage students more and to turn them into better-informed, and consequently healthier citizens.

Public Health Relevance Statement:
Terms: computer system design /evaluation; computer simulation; computer assisted instruction; curriculum; health education; human subject; physiology; science education; clinical research; educational resource design /development

Phase II

Contract Number: 2R44RR022008-02
Start Date: 9/30/2005    Completed: 2/28/2009
Phase II year
2007
(last award dollars: 2009)
Phase II Amount
$809,413

Science apathy is growing at the K-12 education level, and represents an alarming development with potentially devastating consequences at individual, societal and economic levels. Surprisingly, this student apathy is increasing while the general public reads record numbers of popular science books and watches increasing amounts of science TV programming. In spite of the $70 billion investment in technology during the 1990s, K-12 science education fails to excite students. Technology has become prevalent in science education without fundamentally improving test scores or student attitudes. We claim the core of the problem is how technology is being used. Our main objective is to deal with the science apathy challenge by creating engaging discovery-oriented science learning modules uniquely combining social learning pedagogies with distributed simulation technology. This combination is part of a new framework that we call Collective Simulations. This framework will create extraordinary immersive, yet cost effective, learning experiences based on wirelessly connected handheld computers. For instance, in a K-12 course covering physiology, each group of students controls physiological variables of a single system/organ on their handheld computer, while a central simulation gathers all the data and projects them. Collective Simulations allow students to learn about the intricacies of interdependent complex systems by essentially becoming organs and engaging in a simulation-aided discourse with other students and teachers. In the long term, Collective Simulations would include other health education topics such as infectious diseases, nutrition, and physical education. Additionally, these simulations could also be used in medical school training, patient education, and museums. Our specific Phase II aims include working with content experts, educational researchers and practitioners, and assessment experts to: 1) scale up content by incorporating more human systems and creating complete, ready-to-use learning activities that cover a semester-length course; 2) increase system usability by simplifying the use of this technology by a) using networking technology that can automatically configure itself without the need for technical experts, and b) incorporating Phase I user-interface and content feedback provided by medical experts, students and teachers; 3) scale up assessment by raising the number of schools involved, widening the school profiles through the inclusion of inner city schools, and tapping into outreach programs such as the University of Colorado Science Discovery program with access to 30,000 students; 4) disseminate broadly by working with publishers to align simulation content with existing and proposed human physiology textbooks; and 5) broaden participation by making the technology more affordable for economically disadvantaged schools. The research proposed for Phase II is highly relevant to general public health. Health science apathy, increasing at a societal level, is often rooted in K-12 science education failing to be of interest or relevance to everyday life. Collective Simulations, especially when exploring compelling content (e.g. connecting physiology with nutrition, physical education and substance abuse), are likely to engage students more and to turn them into better-informed, and consequently healthier citizens.

Public Health Relevance Statement:
Terms: Science; Cognitive Science; cognitive psychology; Life; lectures; programs; Students; Technology; Testing; Textbooks; Time; Universities; Educational Background; Education Level; Attitude; Work; Complex; Score; System; LOINC Axis 4 System; body system; Organ System; interest; inner city; experience; science education; high school; computer science; Books; simulation; General Population; General Public; Devices; Cardiovascular system; circulatory system; Heart Vascular; Cardiovascular system (all sites); Cardiovascular Organ System; Cardiovascular Body System; Cardiovascular; social; Substance abuse problem; substance abuse; abuse of substances; outreach program; Cognition; Colorado; Communicable Diseases; Infectious Disorder; Infectious Diseases and Manifestations; Infectious Diseases; Infectious Disease Pathway; cost; scale up; cost effective; cost-effective; innovation; innovative; innovate; usability; commercial application; Computers; Educational Curriculum; Curriculum; Handheld Computers; Hand-Held Computer; Disadvantaged; Economics; Educational aspects; Education; Educational Status; training status; training level; training achievement; educational level; Educational Achievement; Length; Advocate; Data; Health Sciences; Monitor; Development; developmental; Feedback; Imagery; Visualization; Standards of Weights and Measures; base; Organ; improved; Health education; Health Tutoring; Health Instruction; Heart; Homeostasis; Physiological Homeostasis; Autoregulation; Human; Modern Man; Man (Taxonomy); Left; Phase; Physiological; Physiologic; Medical; Investments; Training; teacher; Learning; Individual; Numbers; Lung; pulmonary; Lung Respiratory System; Plant Roots; root; Motivation; Museums; nutrition; Nutritional Science; Patient Education; Patient Training; Patient Instruction; Physical Education; Physiology; Pilot s; pilot study; public health medicine (field); Public Health; Reading; Research; Research Personnel; Researchers; Investigators; Respiratory System; respiratory tract; Respiratory system (all sites); Pulmonary Organ System; Pulmonary Body System; Running; Schools; medical schools; school of medicine; medical college