| Literature DB >> 25807212 |
Nate J Cira1, Alice M Chung1, Aleksandra K Denisin1, Stefano Rensi1, Gabriel N Sanchez1, Stephen R Quake1, Ingmar H Riedel-Kruse1.
Abstract
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.Entities:
Mesh:
Year: 2015 PMID: 25807212 PMCID: PMC4373802 DOI: 10.1371/journal.pbio.1002110
Source DB: PubMed Journal: PLoS Biol ISSN: 1544-9173 Impact factor: 8.029
Fig 1We developed a bioengineering devices course that employed biotic game design as a motivating project scheme.
A: Biotic games enable human players to interact with cells. B: Conceptual overview of a biotic game setup. C: Students built and played biotic games. Image credits: A C64 joystick by Speed-link, 1984 (http://commons.wikimedia.org/wiki/File:Joystick_black_red_petri_01.svg); Euglena viridis by C. G. Ehrenberg, 1838; C Photo, N. J. C.
Fig 2Biotic game-based courses encourage students to integrate a versatile set of relevant STEM topics.
Image credits: Taken by N. J. C. (credit for the work and artifacts to the students who took the course).