Collaborative for Children is focused on utilizing social-emotional learning robots and coding tech toys. Photo courtesy of Collaborative for Children

Generally, when children are under the age of five, educators believe that they are best suited for and interested in learning, because those are the years in which there is the strongest opportunity to build a broad and solid foundation for lifelong literacy and well-being.

That sentiment is deeply held by Collaborative for Children, the Houston-based nonprofit organization with the mission to meaningfully improve the quality of early childhood education and provide access to cutting-edge technology through its Centers of Excellence to all children, especially those in low-income and marginalized communities.

“The reason the organization was started about 40 years ago is that a group of philanthropists in the greater Houston area suggested that this was so important because 90 percent of the brain develops or grows in the time frame between ages zero to five years of age,” Melanie Johnson, president and CEO of Collaborative for Children, tells InnovationMap.

“And if we were losing children and not preparing them by third grade to be literate, and then subsequently losing them after that for high dropout rates and achievement gaps between poor and affluent children, that this would be the perfect place to start," she continues. "And so, they put the collaborative, the emphasis, and finances collaborative of every, most every early education effort around this region.”

Collaborative for Children’s work in the community is centered around making sure that there is educational equity for all children, regardless of financial status, and providing access to technologies in meaningful ways.

“Ultimately, we want to bridge the digital divide early on so that when children start off their academic journey, they're starting off equipped with the skills to be successful there on,” says Johnson.

Most recently, the institution has focused on utilizing social-emotional learning robots and coding tech toys like the Pepper — the world’s first social humanoid robot able to recognize faces and basic human emotions — and NAO, which resembles human being and stimulates, robots to enhance learning in the classrooms of its Centers of Excellence.

“Technology enhances the learning experience in the Centers of Excellence in ways that a teacher might not be able to,” says Johnson. “Artificial intelligence is used in gamification to allow a child to play and learn while playing.”

For Collaborative for Children, gamification involves transforming typical academic components into gaming themes.

“While playing, the AI gauges the level of skills that they’ve been able to enter into that system and respond with even more challenging tasks or tasks that are still lateral so that they can continue to repeat that skill,” says Johnson.

The socio-emotional learning robots are indeed fascinating, but how does the nonprofit reach these children, and their parents, who might be skeptical of technology?

Ultimately, through the teachers. They draw them in via the technology. If teachers are excited, they act as a conductor of that energy to their students, making their innovative lessons well, electric.

That resonates with most all children, but especially with those diagnosed with autism.

“Robotics like NAO are great for children on the autism spectrum because they are emotionally sensitive and emotionally intelligent,” says Johnson. “They are low sensory, so as NAO runs around the classroom, it can literally have individual and unique conversations with each child based on facial recognition. But most importantly for me, is that this particular robot is able to evaluate children without statistical bias that a teacher might have.

“A teacher might think that because a child confuses the letter D and B, which are basically shaped the same in opposite directions, that they're not learning," she continues. "And the robot will have no prior knowledge in terms of, is this child the better child, or have they been learning throughout the year? The answers are accurate or inaccurate. So, they remove statistical bias when assessing children in the classroom.”

The misconception about teaching technologies is that it’s about screen time. According to Johnson, it’s not. It’s more about interacting with technology.

“We’ve added, you know, all kinds of modern-day technology so that this world that we're preparing these children for 80 percent of the jobs we don't even know will exist when they are adults,” says Johnson. “So, we're just trying to make sure that there is no divide in terms of 21st century skills and 21st century preparation.”

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Collaborative for Children has so many facets to assist children with their early development, but there are inherent challenges when attempting to reach their target audience in low-income and marginalized communities that the organization counters with programs like the Collab Lab, which is a mobile classroom that brings critical, future-focused early childhood education directly to the community at no cost.

Designed to be convenient for families, Collab Lab connects parents and their youngest children with experts, educators, resources, and proven programs whose goal is to make sure that kids have the skills essential to learning from the moment they walk into kindergarten for the first time.

“There are a myriad of challenges in these communities that we serve, specifically with technology,” says Johnson. “When children enter first grade, and especially second grade, they're given notepads, basically, digital notepads, because it's no good in pre-K oftentimes, but it is very helpful for children who will never have access or have limited access to iPads and things of that nature.

“So while we don't want them to be babysat by screen time and have social media impacting their self-image and self-worth, we definitely want them to have appropriate doses and appropriate uses of technology in the early education, so that those barriers that their parents face with limited means, that these children can go to first grade and into the robotics class and be able to be evaluated and assessed on the digital notepads that are required nowadays,” she continues.

While technology is very important, Collaborative for Children also focuses on the critical social and emotional skills children need as they develop and the all too important relationship between children and their parents and teachers.

“Theory leads our work,” says Johnson. “It's all focused on fine motor skills, gross motor skills, social emotional, can a child build rapport with their teacher and with the students around them. Those things are paramount and will never change.

“What we use technology to do is enhance and remove biases from teacher-pupil interaction, but also to bridge any kind of divide in terms of 21st century skills. And in addition to that, we engage the families. So families who might not know about hydro-fueled cars in those communities that we serve will be able to be exposed to those concepts, as well through our group connections or parent partnerships.”

Ultimately, the last thing Collaborative for Children wants is to send children from early learning and childcare environments into the K-12 system unprepared to be successful for the real world.

“At Collaborative for Children,” adds Johnson. “We are continuously pushing the envelope at our Centers for Excellence so that the children that we serve will always be on the cutting edge.

The last thing Collaborative for Children wants is to send children from early learning and childcare environments into the K-12 system unprepared to be successful for the real world. Photo courtesy of Collaborative for Children

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Houston doctor wins NIH grant to test virtual reality for ICU delirium

Virtual healing

Think of it like a reverse version of The Matrix. A person wakes up in a hospital bed and gets plugged into a virtual reality game world in order to heal.

While it may sound far-fetched, Dr. Hina Faisal, a Houston Methodist critical care specialist in the Department of Surgery, was recently awarded a $242,000 grant from the National Institute of Health to test the effects of VR games on patients coming out of major surgery in the intensive care unit (ICU).

The five-year study will focus on older patients using mental stimulation techniques to reduce incidences of delirium. The award comes courtesy of the National Institute on Aging K76 Paul B. Beeson Emerging Leaders Career Development Award in Aging.

“As the population of older adults continues to grow, the need for effective, scalable interventions to prevent postoperative complications like delirium is more important than ever,” Faisal said in a news release.

ICU delirium is a serious condition that can lead to major complications and even death. Roughly 87 percent of patients who undergo major surgery involving intubation will experience some form of delirium coming out of anesthesia. Causes can range from infection to drug reactions. While many cases are mild, prolonged ICU delirium may prevent a patient from following medical advice or even cause them to hurt themselves.

Using VR games to treat delirium is a rapidly emerging and exciting branch of medicine. Studies show that VR games can help promote mental activity, memory and cognitive function. However, the full benefits are currently unknown as studies have been hampered by small patient populations.

Faisal believes that half of all ICU delirium cases are preventable through VR treatment. Currently, a general lack of knowledge and resources has been holding back the advancement of the treatment.

Hopefully, the work of Faisal in one of the busiest medical cities in the world can alleviate that problem as she spends the next half-decade plugging patients into games to aid in their healing.

Houston scientists develop breakthrough AI-driven process to design, decode genetic circuits

biotech breakthrough

Researchers at Rice University have developed an innovative process that uses artificial intelligence to better understand complex genetic circuits.

A study, published in the journal Nature, shows how the new technique, known as “Combining Long- and Short-range Sequencing to Investigate Genetic Complexity,” or CLASSIC, can generate and test millions of DNA designs at the same time, which, according to Rice.

The work was led by Rice’s Caleb Bashor, deputy director for the Rice Synthetic Biology Institute and member of the Ken Kennedy Institute. Bashor has been working with Kshitij Rai and Ronan O’Connell, co-first authors on the study, on the CLASSIC for over four years, according to a news release.

“Our work is the first demonstration that you can use AI for designing these circuits,” Bashor said in the release.

Genetic circuits program cells to perform specific functions. Finding the circuit that matches a desired function or performance "can be like looking for a needle in a haystack," Bashor explained. This work looked to find a solution to this long-standing challenge in synthetic biology.

First, the team developed a library of proof-of-concept genetic circuits. It then pooled the circuits and inserted them into human cells. Next, they used long-read and short-read DNA sequencing to create "a master map" that linked each circuit to how it performed.

The data was then used to train AI and machine learning models to analyze circuits and make accurate predictions for how untested circuits might perform.

“We end up with measurements for a lot of the possible designs but not all of them, and that is where building the (machine learning) model comes in,” O’Connell explained in the release. “We use the data to train a model that can understand this landscape and predict things we were not able to generate data on.”

Ultimately, the researchers believe the circuit characterization and AI-driven understanding can speed up synthetic biology, lead to faster development of biotechnology and potentially support more cell-based therapy breakthroughs by shedding new light on how gene circuits behave, according to Rice.

“We think AI/ML-driven design is the future of synthetic biology,” Bashor added in the release. “As we collect more data using CLASSIC, we can train more complex models to make predictions for how to design even more sophisticated and useful cellular biotechnology.”

The team at Rice also worked with Pankaj Mehta’s group in the department of physics at Boston University and Todd Treangen’s group in Rice’s computer science department. Research was supported by the National Institutes of Health, Office of Naval Research, the Robert J. Kleberg Jr. and Helen C. Kleberg Foundation, the American Heart Association, National Library of Medicine, the National Science Foundation, Rice’s Ken Kennedy Institute and the Rice Institute of Synthetic Biology.

James Collins, a biomedical engineer at MIT who helped establish synthetic biology as a field, added that CLASSIC is a new, defining milestone.

“Twenty-five years ago, those early circuits showed that we could program living cells, but they were built one at a time, each requiring months of tuning,” said Collins, who was one of the inventors of the toggle switch. “Bashor and colleagues have now delivered a transformative leap: CLASSIC brings high-throughput engineering to gene circuit design, allowing exploration of combinatorial spaces that were previously out of reach. Their platform doesn’t just accelerate the design-build-test-learn cycle; it redefines its scale, marking a new era of data-driven synthetic biology.”