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Designing a Molecular Biology Serious Educational Game

Published: 18 April 2019 Publication History

Abstract

In today's society, it is not uncommon for students in the K-12 grade levels to be assigned tablets, laptops, or other mobile devices to assist with their learning. Students are being introduced to the use of cloud-native collaboration and productivity suites, such as G Suite, and learning management systems, such as Canvas, which until recently were only used by higher education. With increased access to technology, there has been increased interest in the use of games in the classroom. However, attempting to use computer games as a learning tool is not something new.
In the 1980's and 1990's, Number Munchers and Word Munchers were popular games that allowed students to practice basic math and grammar skills. In The Oregon Trail, students role-played as pioneers during the Western Expansion. Where in the World is Carmen Sandiego allowed students to use critical thinking to solve mysteries while learning about geography, as they could travel the world as part of their quest. Today, there are organizations like code.org that use game play to teach students computer science and programming concepts [5]. This study presents the research background as well as the education paradigm on the use of Serious Educational Game (SEG) development in the area of Molecular Biology. A brief description of the game design, the implementation process, and future plans to make it publicly available are provided.

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Cited By

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  • (2024)Escape from PharmaZ: A Game to Boost Pharmacophore Learning Through Immersive Augmented RealityGames and Learning Alliance10.1007/978-3-031-78269-5_30(317-327)Online publication date: 18-Dec-2024
  • (2022)Representational-competency supports in the context of an educational video game for undergraduate astronomyComputers & Education10.1016/j.compedu.2022.104602190:COnline publication date: 1-Dec-2022

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Published In

cover image ACM Conferences
ACMSE '19: Proceedings of the 2019 ACM Southeast Conference
April 2019
295 pages
ISBN:9781450362511
DOI:10.1145/3299815
  • Conference Chair:
  • Dan Lo,
  • Program Chair:
  • Donghyun Kim,
  • Publications Chair:
  • Eric Gamess
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 April 2019

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Author Tags

  1. K-12 education
  2. Molecular biology
  3. Serious Educational Game (SEG)
  4. game design

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  • Short-paper
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  • Refereed limited

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ACM SE '19
Sponsor:
ACM SE '19: 2019 ACM Southeast Conference
April 18 - 20, 2019
GA, Kennesaw, USA

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Overall Acceptance Rate 502 of 1,023 submissions, 49%

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Cited By

View all
  • (2024)Escape from PharmaZ: A Game to Boost Pharmacophore Learning Through Immersive Augmented RealityGames and Learning Alliance10.1007/978-3-031-78269-5_30(317-327)Online publication date: 18-Dec-2024
  • (2022)Representational-competency supports in the context of an educational video game for undergraduate astronomyComputers & Education10.1016/j.compedu.2022.104602190:COnline publication date: 1-Dec-2022

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