Mindful brains in schools
Esta inscrição foi selecionada como finalista no desafio
Activating Empathy: Transforming Schools To Teach What Matters.
This project also has a Changeshop where you can read more about its latest progress.
Ir ao Changeshop: Mindful brains in schools.
Mind-controlled video games for learning meditation & compassion.
Sobre Você
Sobre Você
Nome
Rohan
Sobrenome
Dixit
URL do Twitter
URL do Facebook
Sobre Sua Organização
Nome da Organização
BrainBot, Inc.
Página da organização na internet
País da organização
Estados Unidos , CA, Berkeley, Alameda County
Países onde este projeto vem gerando impacto social
Estados Unidos , CA, Palo Alto, Santa Clara County
Sua organização é
empresa
Seu papel na Educação:
Outros.
Natureza da escola na qual seu projeto está afiliado:
Outros
Há quanto tempo sua organização está em operação?
Menos de um ano
As informações que você fornecer aqui serão usadas para preencher todas as partes do seu perfil deixadas em branco, como interesses, informação da organização e website. Nenhuma informação do contato será tornada pública. Por favor, desmarque aqui se você não deseja que isso aconteça..
INOVAÇÃO
Selecione o estágio que melhor se aplica à solução
Inicial (um piloto que começou recentemente)
Há quanto tempo seu projeto está em atividade?
Implementado há menos de um ano
A necessidade: Qual é o problema que você está tentando resolver?
Traumatic stress affects millions of students in a culture where bullying, fear and issues with self-esteem are far too commonplace. Over a period of months and years, chronic stress can lead to stunted academic achievement and poorer physical and mental health outcomes.
A Solução: Qual é a sua solução? Seja específico!
Mindfulness and meditation are scientifically validated tools for resolving many of the issues in teen lives most difficult to address through traditional pedagogy. Unfortunately, the practice of mindfulness is completely absent from mainstream youth culture. Current attempts to use popular media to encourage meditation training amongst teens has been viewed as out-of-touch with modern entertainment standards and largely rejected by youth.
Rather than taking existing video game designs and attempting to “chocolate coat” didactic material into them, we bring experience with emerging technologies that can be used to create entirely new genres of video games that are both completely novel experiences to youth and naturally lend themselves to training mindfulness. By designing video games that use E.E.G. brainmapping technology as the primary input device, rather than a traditional hand-controlled console controller, we can create first-class entertainment games.
O Modelo: Demonstre através de um exemplo específico como sua solução faz a diferença; inclua suas atividades primárias
Kids can play these “mindful games” either at home, after school or in a traditional classroom environment. Users simply put on the headset and load the game application, where their environment and progress is then controlled by their mental states. Current early prototypes using this technology include Star Wars themes where Jedi control of objects is based on the player’s concentration levels. Anthropomorphic flora that grows and responds to a player’s para-sympathetic nervous system. Characters that only respond favorably when the player approaches them in a mental state proven correlated with compassion and empathy. By attaching these and other novel mechanics to interactive game worlds, we can sculpt the players experience to bring them into a range of positive mental states.
The headset reads the child’s attention/meditation levels on a second-by-second basis, acting as a novel and exciting interface into the mindfulness game. After the game play is finished, or assigned “homework” levels have been completed, teachers can optionally review the students attention and meditation scores to make sure they are engaging and benefiting from the application fully, helping them learn alternative focus and mindfulness techniques if necessary.
O Mercado: Quem são os seus pares e concorrentes? Identificar os outros que também estão trabalhando para solucionar as mesmas necessidades que você e o que você faz de diferente em relação a eles. Quais seriam os desafios impostos por esses concorrentes que impactariam no seu sucesso ou crescimento?
companies like emindful.com offer MBSR or mindfulness-based stress reduction courses to adults, and various neurofeedback clinics offer meditation and attention training to kids, but no one offers it to them directly and in a medium (games) that they understand.
Agora que você falou sobre sua solução, ajude-nos a entendê-la melhor
Defina sua organização, programa, serviço ou produto em 1-2 frases. [140 caracteres]
We are a mindfulness and attention game for kids that comes with a brain-sensing headset.
Identifique o que é inovador na sua solução em 1-2 frases. [136 caracteres]
We use cutting edge brain-state sensing technology, built with advisors from Stanford, UCSF and Brown University, to create fun games.
IMPACTO SOCIAL
Temas relacionados à inscrição
Qual foi o impacto da sua solução até hoje?
We have begun planning early pilots at local Bay Area locations, but are early in the process and have no concrete results yet.
Qual é a sua expectativa de impacto para os próximos 1 - 3 anos?
We want to teach how to be more present, aware and mindful to kids around the country in a scalable, economically self-sufficient way. There's no reason to stop with kids, though- adults too could benefit from the decreased stress and anxiety that have been shown through scientific research of mindfulness, particularly mindfulness based stress reduction.
As inscrições vencedoras apresentam um plano sólido sobre como vão alcançar e acompanhar o crescimento do projeto. Identifique as metas de seis meses para aumentar seu impacto.
We are planning our first pilots already across the Bay Area, informing our early design and development goals.
Identifique as três maiores atividades que você terá de completar para obter a meta estabelecida para os seis (6) meses
Atividade 1
Set up and succesfully complete at least one 8 week mindfulnes course
Atividade 2
Analyze data around what worked, what didn't work, and practical implementation details we've learned
Atividade 3
Use these early pilots to drive larger, institutionally-backed programs across a broader geographic area.
Agora pense grande! Identifique qual seria sua meta de impacto para 12 meses
Eventually, we believe we can make mindfulness-training games genuinely popular with kids and adults, driving further adoption
Identifique as três maiores atividades que você terá de completar para obter a meta estabelecida para os doze (12) meses
Atividade 1
Prove the model
Atividade 2
Iterate on the design and game mechanics of the first mindfulness game we've released
Atividade 3
Identify which groups to target next, and build a new game or iterate our current one to address that market.
História: Queremos saber mais sobre o momento de descoberta desta solução. Conte-nos a história sobre onde e quando o(s) fundador(res) vislumbrou(aram) o potencial desta solução para mudar o mundo. [125 palavras]
In early 2011, Rohan had been doing meditation neuroimaging research at Harvard University in the laboratory of Dr. Sara Lazar. In his spare time, he had been trying to create a mindfulness game on his own with limited success.
One of his meditation lab colleagues happened to be teaching a mindfulness based stress reduction course around the same time. Ravi, who had been working as a research manager in the MIT Teacher Education Program since his master’s work in educational game design, attended the mindfulness course and through the instructor was introduced to Rohan. They both immediately saw the applications of the designs he had been working with for mindfulness games and began collaborating.
SUSTENTABILIDADE
Por favor, explique de que forma o estabelecimento de parcerias é importante para o sucesso de sua inovação
We have partnered with RockHealth, a Harvard Medical School and Mayo Clinic associated non-profit healthcare seed incubator. www.rockhealth.org
Qual o perfil da equipe (colaboradores, voluntários etc.) que vai garantir o cumprimento das metas de crescimento identificadas por você na seção ‘Impacto Social’?
We already have a team of developers. We would like to be able to hire a child-game professional artist and at least two school counselors or teachers to help us tailor our game to the "real world" of middle and high schools across the country.
Fale mais sobre as necessidades ou ofertas que você selecionou anteriormente e/ou sugira categorias de apoio que não foram listadas
| 58 semanas atrás Rohan Dixit atualizou esta Competition Entry. | |
| 58 semanas atrás Rohan Dixit enviou esta ideia. |
