Source: GRADY'S GARDEN LLC submitted to
GRADY`S GARDEN WEB APP IN CONCERT WITH ANIMATION CONTENT, HEALTHY BRANDED PRODUCTS TO IMPROVE THE HEALTH OF KIDS OF COLOR WHO LIVE IN UNDERSERVED COMMUNITIES AND ARE AT RISK OF CHILDHOOD OBESITY.
Sponsoring Institution
National Institute of Food and Agriculture
Project Status
COMPLETE
Funding Source
Reporting Frequency
Annual
Accession No.
1029955
Grant No.
2023-33530-39326
Cumulative Award Amt.
$174,996.00
Proposal No.
2023-00601
Multistate No.
(N/A)
Project Start Date
Jul 1, 2023
Project End Date
Feb 29, 2024
Grant Year
2023
Program Code
[8.5]- Food Science & Nutrition
Project Director
Wheeler, M.
Recipient Organization
GRADY'S GARDEN LLC
4412 EAST MILWAUKEE
JANESVILLE,WI 53546
Performing Department
(N/A)
Non Technical Summary
Poor dietary quality, and low fruit and vegetable (FV) intake in particular, is an established risk factor for many chronic diseases; current consumption among children is alarmingly inadequate. Engaging children through school and afterschool settings is a viable strategy to make positive changes, but for transformational and sustainable impact, messaging must also reach families, teachers, retail environments, and beyond. Grady's Garden includes three core components: healthy food products, animated cartoon episodes that chronicle the lives of diverse children who create a garden in their urban neighborhood, and episode-tailored Experiential Learning Extensions (ELEs) that include hands-on activities such as recipes, tastings, worksheets, and physical activity. Two episodes with ELEs have been pilot-tested, demonstrating promising results. The long-term goal of the Grady's Garden Project is to translate these culturally relevant 'edutainment' approaches into digital delivery format [web and mobile application ('app') platforms] to facilitate widespread (national/global) adoption that will ultimately improve children's FV intake and diet quality; physical activity behaviors; and social-emotional wellness. In this project, we will: 1) operationalize existing Grady's Garden content into digital platforms for four user groups: caregivers/parents, teachers, staff, and children, and conduct initial user testing; 2) produce two additional Grady's Garden episodes with ELEs that will be built into the digital platform; 3) field-test the four curriculum modules in school and afterschool settings; and 4) analyze and apply user data and feedback to inform modifications including push notifications to optimize user engagement. Phase I aims to demonstrate technical feasibility of these platforms and tools, poising the project for a Phase II application to commercialize the program.
Animal Health Component
40%
Research Effort Categories
Basic
50%
Applied
40%
Developmental
10%
Classification

Knowledge Area (KA)Subject of Investigation (SOI)Field of Science (FOS)Percent
70314991010100%
Goals / Objectives
The Grady's Garden project will use culturally relevant animation 'edutainment' approaches translated into innovative, multi-user group app and web platforms with the goal of improving nutrition knowledge, healthy eating behaviors, social-emotional learning, household food security, and health and well-being among underserved, at-risk children and their familiesObjective 1: Develop the Grady's Garden (GG) App (GG-App) "pilot" and web platforms from existing Module 1 and 2 edutainment and Experiential Learning Extensions (ELE) content.Objective 2: Test the GG-App and the mirrored parallel website content with users from four user groups; children, teachers/educators, parents/caregivers, and community-based organization staff, and use. feedback to refine the GG-App and website.Objective 3: In collaboration with our community and school stakeholders as well as input from our gardening expert, children, and families, develop Modules 3 and 4 episodes and ELEs.Objective 4: Integrate Modules 3 and 4 into the GG-App and website, using key findings from Module 1 and 2 testing phase.Objective 5: Test GG-App in field settings, e.g., Boys & Girls Club and elementary school, gathering qualitative and quantitative data from all user groups Of note, this objective will include evaluation of current business model assumptions such as willingness to pay and related tiered functionality, margin compression based scalability, and resulting profitability expansion.Objective 6: Analyze data and prepare Phase II SBIR application.
Project Methods
Programmatic/intervention approach. The Grady's Garden Project seeks to improve the health of kids by translating and expanding its portfolio of tailored edutainment content (Grady's Garden animation content and educational materials, ELEs) into an innovative mobile app (GG-App) and web-based platform that improves child physical and social-emotional health. Grady's Garden includes an animated children's cartoon that chronicles the lives of six minority, low-income children who create a garden in their urban neighborhood to provide vegetables to their friends, families, and community. Throughout the episodes, Grady and his friends (Ofelia, Alma, Jamal, Nichelle, Angel, and Ms. Contreras) transform a neighborhood, catalyzing a culture of health, engagement, nutrition security, teamwork, and active living. Grady's Garden episodes provide children with a cumulative understanding of how a garden provides access to self-grown food that nourishes them and their communities. In concert with educational materials, the shows aim to encourage children (and friends and families) to grow their own produce or participate in community gardens, thereby improving food access, sovereignty, and security; prepare more healthy meals and snacks; and engage in more physical activity and time spent in nature via gardening and other activities. TheGG-Appand web platforms include user profiles intended for children, teachers/educators, parents/caregivers, and staff of community organizations such as the Boys & Girls Clubs of America and YMCA. App development will enable expanded reach and adoption by facilitating distance learning and program implementation. We expectGrady's Garden to be national, and international, in scope.Output EvaluationObjective 1 Output: Modules 1 and 2 are translated into mobile app and web platforms.Objective 2 Output: Module 1 and 2 app and web platform feedback and data received and analyzed from user groups.Objective 3 Output: Modules 3 and 4, plus ELEs, developed.Objective 4 Output: Modules 3 and 4 are available in app and web platforms with ELEs.Objective 5 Output: Gather and analyze user-group GG-App experience qualitative and quantitative data as well as business model data with community-based organizations, schools, and caregivers/parents; children: only GG-App data.Objective 6 Output: Synthesize user experience reports; business model and costs plan refinements; Phase II SBIR application drafted.

Progress 07/01/23 to 02/29/24

Outputs
Target Audience:Targets for the Grady's Garden App (GG-App) testing sessions located in Grand Rapids, Michigan: Parents/Caregivers Children (2nd- 4th grade) atTitle 1 K-6 schools and local Boys & Girls Clubs Primarily African American and Hispanic, Male/Female, with English asthe majority language Teachers Administrators Students were provided with Chrome Books to complete the GG-App test session and complimentary wireless access was provided. Changes/Problems: Nothing Reported What opportunities for training and professional development has the project provided?We have partnered with a local college to work with three sets of students as part of Capstone projects related to GG-App software development under the support of Grady's Garden team leader and Software development partner. How have the results been disseminated to communities of interest?We have published the initial findings to the Boys & Girls Club of Grand Rapids and the K-6 Grand Rapids participating school administrators. What do you plan to do during the next reporting period to accomplish the goals? Nothing Reported

Impacts
What was accomplished under these goals? Objective 1: Successfully created the pilot proprietary GG-App, which when employedwill help improve children's vegetable consumptionand lead to more active lifestyles, and best case improve social and physical health 1) Major activities completed / experiments conducted - Working with technology partners, developed a functioning minimum viable product (MVP), theGG-App. 2) Data collected: Phase 1 SBIR Grant development prioritized the functional delivery of educational modules through the web application and animated content implementation, leveraging optimized video streaming and caching techniques. While in-app data capture capabilities, such as tracking user interactions and content engagement, were deferred to Phase 2 SBIRto ensure a streamlined development focus on core functionality, direct user feedback regarding MVP UX/UI was collected during initial testing. 3) Summary statistics and discussion of results: NA 4) Key outcomes or other accomplishments realized. Defined initial use case scenarios and usability requirements forAfter-School Educator, Parent/Caregiver, In-School Educator, and Child/Student programs, Objective 2: Successfully tested GG-App with key users and obtained qualitative feedback to improve performance, which will help build engagement 1) Major activities completed / experimentsconducted - Tested GG-App with target users 2) Data collected: Through testing, direct user feedback regarding the UX/UI about accessibility/application design (usability and navigation) and app performance was collected. 3) Summary statistics and discussion of results: Regarding app performance, users reported improvements could be made towards load times; regarding usability and navigation, users requested robust improvements to the parent/teacher hub (module lesson information location) and the inclusion of a back button. 4) Key outcomes or other accomplishments realized: Reduced page file size by optimizing image compression, made improvements to CSS attributes, and implemented caching policies to improve load times. Objective 3:Successfully created proprietary edutainment animation episode content (2 episodes)and createdModules (#3 & #4, consisting of general nutrition, general gardening and social-emotional learning tools) for use with the GG-App 1) Major activities completed / experiments conducted- Developed two new animation episodes and two new Modulesto support the educational objectives 2) Data collected: NA 3) Summary statistics and discussion of results: NA 4) Key outcomes or other accomplishments realized: Through collaborating with various individual stakeholders, organizations, families, and communities, it was apparent that a part of Phase II development should include integrating a feedback collection mechanism directly within the application to create a continuous cycle of improvement and responsiveness to our audience's needs. Objective 4: Successfully integratedModules 3 & 4 to complete the curriculum testing protocol for the GG-App, providing a comprehensive user experience to test usability and impact on decision making. 1) Major activities completed / experiments conducted- Developed two new animation episodes and two new Modulesto support the educational objectives 2) Data collected: NA 3) Summary statistics and discussion of results: NA 4) Key outcomes or other accomplishments realized: The pilot GG-Appsuccessfully integrated education modules 3 and 4 without negatively affecting overall application load times or user experience. When activated, it led to better engagement and increased vegetable identification and willingness to try. Objective 5: Tested the GG-App with key stakeholders, with the data demonstrating increases in willingness to try vegetables and a validation of key stakeholders' willingness to use the GG-App at scale 1) Major Activities Completed: Tested the GG-App including all four Modules with numerouschildren, teachers/educators, parents/caregivers, and community-based organization staff. 2) Data Collected: Quantitative - Willingness to try, Vegetable Identification, and Vegetable liking; Qualitative - Usability, Content liking, Business Model validation 3) Summary Statistics and discussion of the results:Improvements in children's vegetable identification (14%), willingness to try a vegetable (31%), and enjoyment of vegetables (22%). These results validate the underlying GG-App proposition and demonstrate at scale (additional Modules and Animation episodes) the prospectiveimpact on children's health. 4) Key Outcomes or other accomplishments realized:The cost outlay for development supports acceptable unit margins at scale.

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