Our mission is to investigate, design, build, evaluate and diffuse pragmatic digital learning and communication solutions that lead to cumulative and sustained health in under-resourced populations.
Planning and Implementing Programs in an Evaluation-Based Environment (PIPPEE)
This will be a web-based digital tool that is linked to mobile apps, which focuses on improving the competence and capacity of public health workers to plan for, implement and evaluate programs that address health equity issues.
Community Induced Ideas and Strategies for Changing Outcomes (CIISCO)
This web and mobile-based tool will support local and state health departments and nonprofit hospitals in meeting their community needs assessment and community health improvement plan requirements.
PUBLIC HEALTH ENHANCED
PATIENT-CENTERED DISEASE EDUCATION
Patient-Centered Education Apps
These mobile education applications will include information for patients diagnosed with chronic diseases. The apps will focus on information and knowledge about the disease, treatments, medications and lifestyle management.
THE REESSI TEAM IS LASER-FOCUSED ON THREE
SUPPORTING ADOLESCENTS IN POSITIVE TRANSITIONS TO ADULTHOOD
Lifting Youth to Favor and Empowerment
This is an exciting virtual learning and communications world designed for afterschool and out-of-school time programs. The virtual world offers a platform for multiple Edugames that focus on support young adolescents in focusing on their future dreams and goals. The games also allow the participants to experience in game simulations of real-life challenges and situations that may block their dreams and to test strategies and solutions for reaching their hoped-for selves. The virtual world currently includes one set of Edugames (ME GAMES) and will ultmimately include three additional Edugames - LOVE GAMES (Healthy Relationships); HAPPY GAMES (Managing stress and trauma) and PEACE GAMES (Avoiding and responding to violence at multiple levels).
ME GAMES is funded by the National Institute of Minority Health and Health Disparities (NIMHD) for both Phase 1 and Phase II development and evaluation under the Small Business Innovative Research (SBIR) program.
Coaches Reaching Athletes to Teach, Counsel and Help (CATCH)
This is digital learning tool on a web-based platform with social media interfaces that focuses on teaching both coaches and athletes social and emotional learning skills and reducing risk factors most common to athletes. RAHH will be developed in three versions - 1) Adolescent Version for middle and high school athletes; 2) College Version for college level athletes and 3) Pro Version for professional athletes.