SBIR-STTR Award

Introducing Neuroscience and Neurocomputation Concepts to High School Students Using Brain-Based Neurorobots
Award last edited on: 11/17/2023

Sponsored Program
SBIR
Awarding Agency
NIH : NINDS
Total Award Amount
$2,561,021
Award Phase
2
Solicitation Topic Code
853
Principal Investigator
Gregory John Gage

Company Information

Backyard Brains Inc

308 1/2 South State Suite 35
Ann Arbor, MI 48104
   (734) 223-8133
   hello@backyardbrains.com
   www.backyardbrains.com
Location: Single
Congr. District: 12
County: Washtenaw

Phase I

Contract Number: 1R43NS108850-01
Start Date: 9/1/2018    Completed: 8/31/2020
Phase I year
2018
Phase I Amount
$386,013
Understanding the brain is a profound and fascinating challenge, captivating the scientific community and the public alike. The lack of effective treatment for most brain disorders makes the training of the next generation of neuroscientists, engineers and physicians a key concern. However, much neuroscience is perceived to be too difficult to be taught in school. To make neuroscience more accessible and engaging to students and teachers, Backyard Brains is developing neurorobots for education: fun and affordable robots with camera­eyes, wheels, WiFi and artificial software brains modeled on real biological brains. The neurorobot kit will allow students to investigate meaningful real­world questions about mind, brain and behavior by designing artificial brains that make the robot’s behavior life­like, sensory­guided and goal­directed. In Phase I of this project, students will work in groups to investigate the question “Why does my dog come to me when I call?” by designing neural networks that make the robot approach when called for. While the robot moves around in the classroom, students will be able to observe its visual sensory input and the flow of activity between its neurons on a smartphone or laptop, and interact with the brain using voice commands and a “reward button” that drives learning. By designing, testing and analysing neurorobot brains, students will acquire a practical understanding of neurons, synapses, neural networks, brain functions, and the relationship between brain and behavior, and develop important computational thinking skills and self­conception as neuroscientists. For Phase I we will develop neurorobot hardware and software, and collaborate with education specialists to develop and evaluate a short high­school instructional unit around neurorobots. Our overall Phase I goal is to demonstrate the feasibility and educational value of using neurorobots to teach high­school neuroscience. Our unique combination of low­cost robot hardware, innovative curriculum, and easy­to­use applications makes our product appealing to our large high­school, university, and amateur customer base. For Phase II we will expand the curriculum and the capabilities of our neurorobot kit, and create an online forum where students and teachers can share brains and discuss experiments. Our long­term aim is to encourage education policy makers to adopt neuroscience requirements by demonstrating an effective neuroscience curriculum organized around brain­based neurorobots. By combining neuroscience, a multidisciplinary field that spans biology, medicine, psychology, mathematics, and engineering, with robotics and a project­based approach to learning, our neurorobots and curriculum will improve STEM­education and inspire the next generation of scientists, engineers and physicians.

Public Health Relevance Statement:
PROJECT NARRATIVE Backyard Brains is developing neurorobots for education: engaging and affordable robots with artificial software brains based on the latest neuroscience research. The robots and associated lesson plans will enable students to learn neuroscience by creating artificial brains that make the robot’s behavior life­like, sensory­guided and goal­directed. By giving teachers and students access to neurorobotic technologies previously only available in research labs, we aim to inspire the next generation of scientists, engineers and physicians.

Project Terms:
Address; Adopted; Anatomy; Animals; Artificial Intelligence; Attitude; Auditory; base; Base of the Brain; Behavior; Binocular Vision; Biological; Biological Neural Networks; Biology; Brain; brain behavior; Brain Diseases; brain tract; Canis familiaris; Cellular Phone; Color; commercialization; Communication; Communities; Complex; computational reasoning; Computational Science; Computer Simulation; Computer software; Conceptions; cost; Data; design; Devices; Education; Educational Curriculum; Educational process of instructing; effective therapy; Effectiveness; Engineering; Ensure; experience; experimental study; Eye; fascinate; Future Teacher; gaze; Goals; graphical user interface; handheld mobile device; high school; High School Student; improved; innovation; Instruction; Interneurons; Knowledge; laptop; Learning; Life; Locomotion; Mathematics; Medicine; Mind; Modeling; Motor; multidisciplinary; Nerve; Neurons; Neurosciences; Neurosciences Research; next generation; Next Generation Science Standards; Outcome; Output; Phase; Physicians; Policy Maker; preference; project-based learning; Property; Psychology; Research; Rewards; Robot; Robotics; Role; Schools; science education; Science, Technology, Engineering and Mathematics Education; Scientist; sensor; Sensory; sensory input; skills; sound; Specialist; Students; success; Synapses; teacher; Technology; Testing; tool; Training; twelfth grade; Universities; Visual; Voice; Work

Phase II

Contract Number: 5R43NS108850-02
Start Date: 9/1/2018    Completed: 8/31/2020
Phase II year
2019
(last award dollars: 2023)
Phase II Amount
$2,175,008

Understanding the brain is a profound and fascinating challenge, captivating the scientific community and the public alike. The lack of effective treatment for most brain disorders makes the training of the next generation of neuroscientists, engineers and physicians a key concern. However, much neuroscience is perceived to be too difficult to be taught in school. To make neuroscience more accessible and engaging to students and teachers, Backyard Brains is developing neurorobots for education: fun and affordable robots with camera­eyes, wheels, WiFi and artificial software brains modeled on real biological brains. The neurorobot kit will allow students to investigate meaningful real­world questions about mind, brain and behavior by designing artificial brains that make the robot’s behavior life­like, sensory­guided and goal­directed. In Phase I of this project, students will work in groups to investigate the question “Why does my dog come to me when I call?” by designing neural networks that make the robot approach when called for. While the robot moves around in the classroom, students will be able to observe its visual sensory input and the flow of activity between its neurons on a smartphone or laptop, and interact with the brain using voice commands and a “reward button” that drives learning. By designing, testing and analysing neurorobot brains, students will acquire a practical understanding of neurons, synapses, neural networks, brain functions, and the relationship between brain and behavior, and develop important computational thinking skills and self­conception as neuroscientists. For Phase I we will develop neurorobot hardware and software, and collaborate with education specialists to develop and evaluate a short high­school instructional unit around neurorobots. Our overall Phase I goal is to demonstrate the feasibility and educational value of using neurorobots to teach high­school neuroscience. Our unique combination of low­cost robot hardware, innovative curriculum, and easy­to­use applications makes our product appealing to our large high­school, university, and amateur customer base. For Phase II we will expand the curriculum and the capabilities of our neurorobot kit, and create an online forum where students and teachers can share brains and discuss experiments. Our long­term aim is to encourage education policy makers to adopt neuroscience requirements by demonstrating an effective neuroscience curriculum organized around brain­based neurorobots. By combining neuroscience, a multidisciplinary field that spans biology, medicine, psychology, mathematics, and engineering, with robotics and a project­based approach to learning, our neurorobots and curriculum will improve STEM­education and inspire the next generation of scientists, engineers and physicians.

Public Health Relevance Statement:
PROJECT NARRATIVE Backyard Brains is developing neurorobots for education: engaging and affordable robots with artificial software brains based on the latest neuroscience research. The robots and associated lesson plans will enable students to learn neuroscience by creating artificial brains that make the robot’s behavior life­like, sensory­guided and goal­directed. By giving teachers and students access to neurorobotic technologies previously only available in research labs, we aim to inspire the next generation of scientists, engineers and physicians.

NIH Spending Category:
Behavioral and Social Science; Bioengineering; Clinical Research; Health Disparities; Machine Learning and Artificial Intelligence; Minority Health; Networking and Information Technology R&D (NITRD); Neurosciences; Pediatric

Project Terms:
Address; Adopted; Anatomy; Animals; Artificial Intelligence; Attitude; Auditory; base; Base of the Brain; Behavior; Binocular Vision; Biological; Biological Neural Networks; Biology; Brain; brain behavior; Brain Diseases; brain tract; Canis familiaris; Cellular Phone; Color; commercialization; Communication; Communities; Complex; computational reasoning; Computational Science; Computer Simulation; Computer software; Conceptions; cost; Data; design; Devices; Education; Educational Curriculum; Educational process of instructing; effective therapy; Effectiveness; Engineering; Ensure; experience; experimental study; Eye; fascinate; Future Teacher; gaze; Goals; graphical user interface; handheld mobile device; high school; High School Student; improved; innovation; Instruction; Interneurons; Knowledge; laptop; Learning; Life; Locomotion; Mathematics; Medicine; Mind; Modeling; Motor; multidisciplinary; Nerve; neural network; Neurons; Neurosciences; Neurosciences Research; next generation; Next Generation Science Standards; Outcome; Output; Phase; Physicians; Policy Maker; preference; project-based learning; Property; Psychology; Research; Rewards; Robot; Robotics; Role; Schools; science education; Science, Technology, Engineering and Mathematics Education; Scientist; sensor; Sensory; sensory input; skills; sound; Specialist; Students; success; Synapses; teacher; Technology; Testing; tool; Training; twelfth grade; Universities; Visual; Voice; Work