A Biotic Game Design Project for Integrated Life Science and Engineering Education
Author(s) -
Nate Cira,
Alice M. Chung,
Aleksandra K. Denisin,
Stefano Rensi,
Gabriel N. Sanchez,
Stephen R. Quake,
Ingmar H. RiedelKruse
Publication year - 2015
Publication title -
plos biology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 4.127
H-Index - 271
eISSN - 1545-7885
pISSN - 1544-9173
DOI - 10.1371/journal.pbio.1002110
Subject(s) - cornerstone , project based learning , game design , interface (matter) , robotics , key (lock) , video game , computer science , human–computer interaction , biology , mathematics education , multimedia , artificial intelligence , ecology , robot , psychology , art , visual arts , bubble , maximum bubble pressure method , parallel computing
Engaging, hands-on design experiences are key for formal and informal Science, Technology, Engineering, and Mathematics (STEM) education. Robotic and video game design challenges have been particularly effective in stimulating student interest, but equivalent experiences for the life sciences are not as developed. Here we present the concept of a "biotic game design project" to motivate student learning at the interface of life sciences and device engineering (as part of a cornerstone bioengineering devices course). We provide all course material and also present efforts in adapting the project's complexity to serve other time frames, age groups, learning focuses, and budgets. Students self-reported that they found the biotic game project fun and motivating, resulting in increased effort. Hence this type of design project could generate excitement and educational impact similar to robotics and video games.
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