The document summarizes the Immune Attack project, which aims to educate the public about molecular science through an educational video game. It discusses why the Federation of American Scientists (FAS) cares about public education in science and technology topics. The game is designed using principles like intuitive gameplay and a spiral curriculum to accurately convey complex concepts like cell biology. Evaluation data showed that students who played Immune Attack had greater confidence in their understanding of molecular science concepts compared to a control group.
What are the best ways to teach abstract science concepts? How do we evaluate whether students learn? How can we design better teaching tools? What kinds of data do we need?
A presentation fo faculty at Harrisburg University by Melanie Stegman, Ph.D.
A video game that teaches biology and chemistry, cell biology and nanotechnology... Immune Defense is a real time strategy game. Designed to engage 16 year old students, Immune Defense is fun for ages 10 through 110. Designed upon data about what makes people confident with molecular biology, Immune Defense is also designed to be engaging to a broad audience (casual/midcore game style). Added to this talk are 4 slides of learning objectives and how they are presented in the game.
CRI - Teaching Through Research - Melanie Stegman - Immune DefenseLeadershipProgram
This document discusses the development of the video game Immune Defense to teach molecular biology concepts. It describes keeping learning objectives associated with winning gameplay to motivate players. Various game mechanics are designed to teach concepts like random molecular diffusion and specificity of ligand-receptor interactions while avoiding potential misconceptions. Levels increase in complexity and can be replayed to reinforce learning.
The document discusses using game-based learning in algebra courses for community college students. It provides statistics on remedial education needs and describes three games used in a case study - Systems of Equations Jeopardy, Systems of Equations Hoop Shots, and One-step Equations: Battleship. Students in experimental groups using the games reported less math anxiety and greater motivation compared to control groups. While game use and problem attempts were not significantly different, further research with larger samples was suggested, such as developing games integrated into algebra curriculum and having students create their own games.
Overview of an idea for a science puzzle game. The project is currently undergoing development, and will be presented in Summer 2010 for my Learning, Design and Technology Master's project.
This document presents the results of a study evaluating the effectiveness of the game Mecanika in teaching Newtonian physics concepts. Key findings include:
1. Students who played Mecanika showed a 9.2% gain on a physics concept inventory, compared to a 1.9% gain for the control group.
2. Playing more levels of the game was associated with greater learning, suggesting a focused impact. However, the game may not replace teachers.
3. When integrated into classrooms, students maintained over 70% of gains one month later, but teachers' implementation quality may have varied.
4. While boys found the game more fun, there were no significant gender differences in learning
Scientists will post scientific challenges online for gamers to solve in a game-like format, with gamers able to earn points and levels for contributing solutions or parts of solutions, and the top players collaborating directly with scientists. This could help solve long-standing scientific problems by bringing in new perspectives and leveraging gamers' competitive spirit and problem-solving skills.
The document summarizes the Immune Attack project, which aims to educate the public about molecular science through an educational video game. It discusses why the Federation of American Scientists (FAS) cares about public education in science and technology topics. The game is designed using principles like intuitive gameplay and a spiral curriculum to accurately convey complex concepts like cell biology. Evaluation data showed that students who played Immune Attack had greater confidence in their understanding of molecular science concepts compared to a control group.
What are the best ways to teach abstract science concepts? How do we evaluate whether students learn? How can we design better teaching tools? What kinds of data do we need?
A presentation fo faculty at Harrisburg University by Melanie Stegman, Ph.D.
A video game that teaches biology and chemistry, cell biology and nanotechnology... Immune Defense is a real time strategy game. Designed to engage 16 year old students, Immune Defense is fun for ages 10 through 110. Designed upon data about what makes people confident with molecular biology, Immune Defense is also designed to be engaging to a broad audience (casual/midcore game style). Added to this talk are 4 slides of learning objectives and how they are presented in the game.
CRI - Teaching Through Research - Melanie Stegman - Immune DefenseLeadershipProgram
This document discusses the development of the video game Immune Defense to teach molecular biology concepts. It describes keeping learning objectives associated with winning gameplay to motivate players. Various game mechanics are designed to teach concepts like random molecular diffusion and specificity of ligand-receptor interactions while avoiding potential misconceptions. Levels increase in complexity and can be replayed to reinforce learning.
The document discusses using game-based learning in algebra courses for community college students. It provides statistics on remedial education needs and describes three games used in a case study - Systems of Equations Jeopardy, Systems of Equations Hoop Shots, and One-step Equations: Battleship. Students in experimental groups using the games reported less math anxiety and greater motivation compared to control groups. While game use and problem attempts were not significantly different, further research with larger samples was suggested, such as developing games integrated into algebra curriculum and having students create their own games.
Overview of an idea for a science puzzle game. The project is currently undergoing development, and will be presented in Summer 2010 for my Learning, Design and Technology Master's project.
This document presents the results of a study evaluating the effectiveness of the game Mecanika in teaching Newtonian physics concepts. Key findings include:
1. Students who played Mecanika showed a 9.2% gain on a physics concept inventory, compared to a 1.9% gain for the control group.
2. Playing more levels of the game was associated with greater learning, suggesting a focused impact. However, the game may not replace teachers.
3. When integrated into classrooms, students maintained over 70% of gains one month later, but teachers' implementation quality may have varied.
4. While boys found the game more fun, there were no significant gender differences in learning
Scientists will post scientific challenges online for gamers to solve in a game-like format, with gamers able to earn points and levels for contributing solutions or parts of solutions, and the top players collaborating directly with scientists. This could help solve long-standing scientific problems by bringing in new perspectives and leveraging gamers' competitive spirit and problem-solving skills.
If you are an indie game developer, like many people in our DC chapter of the IGDA, you may wonder about learning games, or as I like to call them, reality games. There are reasons for and against making a reality game: you may find funding or interest in your game from people or groups who work in the same field as your game... there is an association or a research group for every topic! Federal grants are discussed as well as the role an indie game developer can play as part of the larger team that is necessary to win a (US) Federal grant.
See my site for a link to my peer reviewed paper or to contact me! www.MolecularJig.com/research
On the relation between learning, teaching, science and games. Presentation for the course on simulation in medical pedagogy at Paris Descartes university.
Video games can create learning environments by modelling real-world situations virtually. An example is modelling disease spread through human interaction in games. This allows manipulation of scenarios that can't be implemented safely in real life. Games also boost cognitive function and brain efficiency in players. Teachers can use this by creating educational games or modifying existing ones to impart lessons. They can also use games to create desired emotional responses in students and teach social skills.
Games can be used for learning, teaching, and scientific discovery. For learning, games allow exploration and feedback which facilitates learning. Teaching with games increases student motivation and problem solving skills. Scientific discovery games leverage large numbers of players to solve problems or analyze data, resulting in real scientific contributions. Examples include Foldit for protein structure prediction and Phylo for genome sequence alignment.
Games can be used for learning in several ways:
1) People can learn from playing games through trial and error feedback loops. Games allow exploration without real-world consequences.
2) Games have been used successfully to teach a variety of subjects in classrooms from elementary school through university levels. They increase student motivation and information retention.
3) Scientific discovery games engage many participants in solving research problems through game mechanics. Players of the protein folding game Foldit have contributed to scientific papers by developing strategies to solve protein structures better than computer algorithms.
1. The document describes a proposed educational video game called "Health Hero" that is designed to teach children in grades 4-5 about nutrition, exercise, and sleep.
2. In Health Hero, players take on the role of an avatar who must avoid "Life Sappers" and collect "healthy stars" by making good choices about food, exercise, and sleep.
3. The game aims to engage students and teach them about health in an interactive way using game mechanics like an "energy meter" and challenges to apply their knowledge.
The Teaching of Immunology Using Educational Game ParadigmsJeremy Pesner
This document describes the development of an educational game to teach immunology. The game uses a "tower defense" paradigm where the player controls immune system cells to defend against pathogens. The game was designed based on research into effective educational games. It was created to teach the adaptive immune system, unlike a similar existing game which focused on the innate immune system. The document provides background on immunology concepts and the game development process. It concludes that the game aligns with principles of effective educational games and could be improved in the future with additional features.
What We Can Learn from Work in "Serious" Video Games - Maya Israelfalxman
This document summarizes preliminary research on using video games in STEM education. It finds that video games can be more effective than traditional instruction for struggling learners by increasing motivation, self-esteem, and improving skills. However, the data is inconsistent. The document describes a study of 366 middle school students playing different educational video games. It found students made gains across all games but that reading ability, gender, attitudes about science, and attitudes about video games influenced outcomes and there were interactions between these factors. The implications are that designers of educational games need to account for individual differences to maximize benefits for all students.
Jacob Habgood conducted research on intrinsic integration, which embeds learning content into the core mechanics of a game. He created two versions of the game Zombie Division - an intrinsic version where players divide zombie numbers using weapons, and an extrinsic version with separate math questions. Three studies found that the intrinsic version was more motivating and led to better learning outcomes, as it created a deeper connection to the content. However, extrinsic games also had strong motivation, and intrinsic games may not create more time on task. Overall, intrinsic integration appeared better for motivation and learning.
This document outlines a research proposal on the effects of playing video games every day. The proposal was submitted by a student for their INSA 483 seminar course. The introduction notes the student's interest in the topic due to their brother playing video games all day. The literature review discusses previous studies finding that excessive video game exposure can negatively impact empathy, morality, and aggression in adolescents. The proposed research method is to conduct interviews and surveys of kids and adults, both in public places in Jeddah and on social media, to ask questions about video game addiction and the effects of long-term play. A timeline is provided outlining the planned completion of chapters and sections of the research paper over 4 weeks.
Video games can aid in the learning process by improving skills like logic, memory, visualization, and problem solving. When designed to address a specific problem or teach a skill, games have shown considerable success. Studies have found that surgeons who played the Nintendo Wii before a virtual surgery scored higher than those who did not. Military researchers are also exploring how video games can help teach soldiers skills in a way that supplements traditional training methods. However, students still need guidance when using games and simulations for learning.
Video games can provide both advantages and disadvantages for learning. The advantages include improving problem solving, cognitive skills, language, math skills, decision making abilities, and allowing social connections. However, disadvantages include the risk of addiction if not restricted properly, exposure to violent or inappropriate content that could desensitize players or promote negative behaviors, putting an unhealthy emphasis on gaming over responsibilities, and vulnerability to online predators for children playing with unknown others. Overall, video games require parental involvement and supervision to help children experience the benefits while avoiding the risks.
This document discusses learning through games and scientific discovery games. It covers how games can be used for learning, such as allowing exploration and feedback. Games have also been shown to improve skills like speed of processing, multitasking, and vision. Games can teach useful skills and concepts in areas like biology, medicine, geography and more. Scientific discovery games engage players in real scientific work, such as protein folding games like Foldit and gene selection games like The Cure that have yielded real scientific results. Citizen science games like Phylo have players align gene sequences to help scientists.
Play to Learn: Using Games and Gamification to Drive Learner Engagement and L...Karl Kapp
Games are powerful tools for crafting learning solutions that engage, motivate and reinforce key skills and techniques. Instructional designers, training managers and anyone tasked with creating learning events needs to seriously consider implementing games into their learning toolkit.
-Examine the required tradeoffs, discover how to add the game elements of challenge and story to training events and learn how the combination of fantasy and branching story techniques leads to real learning outcomes.
-Learn how an underlying competency model can be used to evaluate the effectiveness of the learners’ game play by providing feedback to improve their performance in the field.
-Examine the games elements that are so compelling for learning and engagementLearn how to think like a game designer when approaching your learning content
-Discover the link between game elements and specific learning outcomes
The document discusses how serious games, simulations, and virtual worlds can be effective learning tools by engaging students and promoting skills like problem-solving, collaboration, and critical thinking. Serious games keep students motivated by incorporating gameplay elements, provide personalized learning experiences, and allow students to experiment safely. While such tools are not yet widely used in K-12 education, the document suggests they could help students learn if integrated into curricula.
The document summarizes a student's survey on the use of computer and video games in education. It describes the survey's methods, including 16 participants answering 10 questions on topics like the effect of games on learning, use of games for students with special needs, and advantages/disadvantages of games in the classroom. The findings showed that half of respondents thought games positively impact education by allowing following directions, discussing, answering questions, and more. The student concluded educational games can be effective learning tools.
Tamer Fakhouri, MD, of the Yale School of Medicine Play2PREVENT Lab provides an overview of the PlayForward game, including a description of the basic game mechanics, the research basis for its design (youth clinical trial) and future implications for the design and engineering of games for health. Presented at YTH Live 2014 session "Advancing Data Collection Methods."
advantages and disadvantages of video gamesjaydenyuki
Video games can provide cognitive benefits like improved problem-solving skills, hand-eye coordination, and multitasking abilities. However, excessive video game play can negatively impact players' social lives and health by promoting isolation and potentially addiction. Moderation is key, and parents should guide their children on setting limits around game content and time spent playing.
If you are an indie game developer, like many people in our DC chapter of the IGDA, you may wonder about learning games, or as I like to call them, reality games. There are reasons for and against making a reality game: you may find funding or interest in your game from people or groups who work in the same field as your game... there is an association or a research group for every topic! Federal grants are discussed as well as the role an indie game developer can play as part of the larger team that is necessary to win a (US) Federal grant.
See my site for a link to my peer reviewed paper or to contact me! www.MolecularJig.com/research
On the relation between learning, teaching, science and games. Presentation for the course on simulation in medical pedagogy at Paris Descartes university.
Video games can create learning environments by modelling real-world situations virtually. An example is modelling disease spread through human interaction in games. This allows manipulation of scenarios that can't be implemented safely in real life. Games also boost cognitive function and brain efficiency in players. Teachers can use this by creating educational games or modifying existing ones to impart lessons. They can also use games to create desired emotional responses in students and teach social skills.
Games can be used for learning, teaching, and scientific discovery. For learning, games allow exploration and feedback which facilitates learning. Teaching with games increases student motivation and problem solving skills. Scientific discovery games leverage large numbers of players to solve problems or analyze data, resulting in real scientific contributions. Examples include Foldit for protein structure prediction and Phylo for genome sequence alignment.
Games can be used for learning in several ways:
1) People can learn from playing games through trial and error feedback loops. Games allow exploration without real-world consequences.
2) Games have been used successfully to teach a variety of subjects in classrooms from elementary school through university levels. They increase student motivation and information retention.
3) Scientific discovery games engage many participants in solving research problems through game mechanics. Players of the protein folding game Foldit have contributed to scientific papers by developing strategies to solve protein structures better than computer algorithms.
1. The document describes a proposed educational video game called "Health Hero" that is designed to teach children in grades 4-5 about nutrition, exercise, and sleep.
2. In Health Hero, players take on the role of an avatar who must avoid "Life Sappers" and collect "healthy stars" by making good choices about food, exercise, and sleep.
3. The game aims to engage students and teach them about health in an interactive way using game mechanics like an "energy meter" and challenges to apply their knowledge.
The Teaching of Immunology Using Educational Game ParadigmsJeremy Pesner
This document describes the development of an educational game to teach immunology. The game uses a "tower defense" paradigm where the player controls immune system cells to defend against pathogens. The game was designed based on research into effective educational games. It was created to teach the adaptive immune system, unlike a similar existing game which focused on the innate immune system. The document provides background on immunology concepts and the game development process. It concludes that the game aligns with principles of effective educational games and could be improved in the future with additional features.
What We Can Learn from Work in "Serious" Video Games - Maya Israelfalxman
This document summarizes preliminary research on using video games in STEM education. It finds that video games can be more effective than traditional instruction for struggling learners by increasing motivation, self-esteem, and improving skills. However, the data is inconsistent. The document describes a study of 366 middle school students playing different educational video games. It found students made gains across all games but that reading ability, gender, attitudes about science, and attitudes about video games influenced outcomes and there were interactions between these factors. The implications are that designers of educational games need to account for individual differences to maximize benefits for all students.
Jacob Habgood conducted research on intrinsic integration, which embeds learning content into the core mechanics of a game. He created two versions of the game Zombie Division - an intrinsic version where players divide zombie numbers using weapons, and an extrinsic version with separate math questions. Three studies found that the intrinsic version was more motivating and led to better learning outcomes, as it created a deeper connection to the content. However, extrinsic games also had strong motivation, and intrinsic games may not create more time on task. Overall, intrinsic integration appeared better for motivation and learning.
This document outlines a research proposal on the effects of playing video games every day. The proposal was submitted by a student for their INSA 483 seminar course. The introduction notes the student's interest in the topic due to their brother playing video games all day. The literature review discusses previous studies finding that excessive video game exposure can negatively impact empathy, morality, and aggression in adolescents. The proposed research method is to conduct interviews and surveys of kids and adults, both in public places in Jeddah and on social media, to ask questions about video game addiction and the effects of long-term play. A timeline is provided outlining the planned completion of chapters and sections of the research paper over 4 weeks.
Video games can aid in the learning process by improving skills like logic, memory, visualization, and problem solving. When designed to address a specific problem or teach a skill, games have shown considerable success. Studies have found that surgeons who played the Nintendo Wii before a virtual surgery scored higher than those who did not. Military researchers are also exploring how video games can help teach soldiers skills in a way that supplements traditional training methods. However, students still need guidance when using games and simulations for learning.
Video games can provide both advantages and disadvantages for learning. The advantages include improving problem solving, cognitive skills, language, math skills, decision making abilities, and allowing social connections. However, disadvantages include the risk of addiction if not restricted properly, exposure to violent or inappropriate content that could desensitize players or promote negative behaviors, putting an unhealthy emphasis on gaming over responsibilities, and vulnerability to online predators for children playing with unknown others. Overall, video games require parental involvement and supervision to help children experience the benefits while avoiding the risks.
This document discusses learning through games and scientific discovery games. It covers how games can be used for learning, such as allowing exploration and feedback. Games have also been shown to improve skills like speed of processing, multitasking, and vision. Games can teach useful skills and concepts in areas like biology, medicine, geography and more. Scientific discovery games engage players in real scientific work, such as protein folding games like Foldit and gene selection games like The Cure that have yielded real scientific results. Citizen science games like Phylo have players align gene sequences to help scientists.
Play to Learn: Using Games and Gamification to Drive Learner Engagement and L...Karl Kapp
Games are powerful tools for crafting learning solutions that engage, motivate and reinforce key skills and techniques. Instructional designers, training managers and anyone tasked with creating learning events needs to seriously consider implementing games into their learning toolkit.
-Examine the required tradeoffs, discover how to add the game elements of challenge and story to training events and learn how the combination of fantasy and branching story techniques leads to real learning outcomes.
-Learn how an underlying competency model can be used to evaluate the effectiveness of the learners’ game play by providing feedback to improve their performance in the field.
-Examine the games elements that are so compelling for learning and engagementLearn how to think like a game designer when approaching your learning content
-Discover the link between game elements and specific learning outcomes
The document discusses how serious games, simulations, and virtual worlds can be effective learning tools by engaging students and promoting skills like problem-solving, collaboration, and critical thinking. Serious games keep students motivated by incorporating gameplay elements, provide personalized learning experiences, and allow students to experiment safely. While such tools are not yet widely used in K-12 education, the document suggests they could help students learn if integrated into curricula.
The document summarizes a student's survey on the use of computer and video games in education. It describes the survey's methods, including 16 participants answering 10 questions on topics like the effect of games on learning, use of games for students with special needs, and advantages/disadvantages of games in the classroom. The findings showed that half of respondents thought games positively impact education by allowing following directions, discussing, answering questions, and more. The student concluded educational games can be effective learning tools.
Tamer Fakhouri, MD, of the Yale School of Medicine Play2PREVENT Lab provides an overview of the PlayForward game, including a description of the basic game mechanics, the research basis for its design (youth clinical trial) and future implications for the design and engineering of games for health. Presented at YTH Live 2014 session "Advancing Data Collection Methods."
advantages and disadvantages of video gamesjaydenyuki
Video games can provide cognitive benefits like improved problem-solving skills, hand-eye coordination, and multitasking abilities. However, excessive video game play can negatively impact players' social lives and health by promoting isolation and potentially addiction. Moderation is key, and parents should guide their children on setting limits around game content and time spent playing.
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The ability to recreate computational results with minimal effort and actionable metrics provides a solid foundation for scientific research and software development. When people can replicate an analysis at the touch of a button using open-source software, open data, and methods to assess and compare proposals, it significantly eases verification of results, engagement with a diverse range of contributors, and progress. However, we have yet to fully achieve this; there are still many sociotechnical frictions.
Inspired by David Donoho's vision, this talk aims to revisit the three crucial pillars of frictionless reproducibility (data sharing, code sharing, and competitive challenges) with the perspective of deep software variability.
Our observation is that multiple layers — hardware, operating systems, third-party libraries, software versions, input data, compile-time options, and parameters — are subject to variability that exacerbates frictions but is also essential for achieving robust, generalizable results and fostering innovation. I will first review the literature, providing evidence of how the complex variability interactions across these layers affect qualitative and quantitative software properties, thereby complicating the reproduction and replication of scientific studies in various fields.
I will then present some software engineering and AI techniques that can support the strategic exploration of variability spaces. These include the use of abstractions and models (e.g., feature models), sampling strategies (e.g., uniform, random), cost-effective measurements (e.g., incremental build of software configurations), and dimensionality reduction methods (e.g., transfer learning, feature selection, software debloating).
I will finally argue that deep variability is both the problem and solution of frictionless reproducibility, calling the software science community to develop new methods and tools to manage variability and foster reproducibility in software systems.
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Neutral nucleophiles can also add to carbonyls, although their additions are generally slower and more reversible. Acid catalysis is sometimes employed to increase the rate of addition.
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Faraday Discussion on Molecular Simulations and Visualization
1. Melanie Stegman, Ph.D.
Director, FAS Learning Technologies
www.FASLearningTech.org
Hosted by the Maine International Center for Digital Learning MICDL.org
CEO, Molecular Jig Games, LLC
www.MolecularJig.com
@MelanieAnnS
ScienceGameCenter.org
Biochemist making games
Find more science games here:
2. Melanie Stegman, Ph.D.
Biochemist making games
Timelines…
2004
PhD
Biochemistry
2008
Post Doc
Microbiology
2007
Immune Attack released
2014
Immune Defense released
2014
Post Doc
Video Game Development
Started Game Studio
Molecular Jig Games
Unity3D Game Engine Tablet computers in schools
4. Healthcare Policy
Environment Policy
Genetically Modified Food Policy
Infectious Disease Policy
Antibiotic use Policy
Mental Health Policy
Molecular Biology is relevant to many issues...
that the average American votes on.
5. Intuitive
Formal
Epistemological
Deep understanding of molecular biology
requires time to develop
Grade school Middle School High School
Problem is that Molecules are considered abstract
and their behaviors are not introduced until high school
6. Younger kids so that we reach the ones who will become the non-scientists.
Younger kids so that we reach them before they form misconceptions.
Younger kids so that we reach them young enough to form gut level understanding.
Teach younger kids about molecular behavior
7. Games increase “time on task.”
Visuals are effective at teaching.
Stories are effective at teaching.
Familiarity makes us confident.
Who’s the best football team?
People debate this data!
How do vaccines work?
No one debates this data?
Movies/videos tell stories and make us feel familiar with molecules
Simulations show us great detail and let us manipulate: making things concrete,
making things part of our own experience.
Games, however, have all this plus: MOTIVATION,
AGENCY and
REPLAYABILITY
8. A Well Designed Game
MOTIVATION
…as part of the story, to save the princess, etc.
…to solve the next just-out-of-reach problem: to stay in FLOW.
AGENCY
…player must make important and fun decisions
…a gun, a tractor beam, a purchase panel, a scanner: the player knows what
tools are at her disposal in each new situation.
REPLAYABILITY
…we will play again IF we get a new experience: different places to explore,
higher score, etc.
… leading to “more time on task.”
9. Challenges in
Making a Game from a Molecular Simulation.
• Video Games, like Immune Attack, use tricks to hold our interest:
*learning by doing
*learning from mistakes
*complexity sufficient to draw players back to replay
Will this seemingly negative aspect of gaming drive science game players
away from science?? (No, they don’t!)
• Making a complete story from what is known is a unique challenge.
• Accomplishing learning objectives while not introducing any
misconceptions and still meeting development deadlines.
• Our audience is large, their interest in intense.
10. Rapid Iteration
allows for testing and changing every 2-3 months
Scientists involved continuously
Audience misunderstandings
and game related difficulties
addressed with scientists
11. Immune Attack teaches students cell biology
Three Day Evaluation Protocol
7th -12 grade teachers register on our website.
Students are randomly assigned to the test group or the control group.
Week One
Students play Immune Attack OR the control game for 40 minutes.
Week Two
Students play Immune Attack OR the control game for 40 minutes.
The next day, students take online exam.
12. Immune Attack. Level 1. Transmigration of Monocyte
Monocyte
Your Nanobot
ImmuneAttack.org watch trailer, download free game (.EXE file)
14. Activated Selectin proteins attract the monocyte
ImmuneAttack.org watch trailer, download free game (.EXE file)
15. Immune Attack players score significantly better than
their classmates on our test of terms and concepts.
0
5
10
15
20
25
0 1 2 3 4 5 6 7 8 9 101112131415161718192021222324252627
Frequencies of Scores on Test of Terms and Concepts
IA N = 180
Control N = 160
Score:Questionscorrectoutof27
Number of student with this score
Control = 8 average correct
Immune Attack students = 12 average correct
16. Topics Addressed in the test of
Terms and Concepts
• One Protein one job/one disease
• Transmigration Progress
• Tracking Process
• Differences among WBC are due to proteins (not DNA).
17. Something that will
damage your ship.
An amino acid A protein that stops Monocytes.
A wiggly thing that is the
wrong target.
A lipid A protein that makes Monocytes
exit the blood vessel.
An object you need to
avoid.
A complex
carbohydrate
A protein that does not interact with
Monocytes.
A wiggly thing you need to
shoot to win.
A protein A protein that causes the Monocyte
to slow down.
75% 50% 51%
75% 52% 54%
74% 49% 50%
What is the arrow pointing to?
All
Girls
Boys
Players know the wiggly thing is a protein.
18. Immune Attack players remember best the
objects they needed to use/avoid/find.
All
Girls
Boys
What kind of
cell is this?
What color were
the Monocytes in
Immune Attack?
What color were
the Pseudomonas
bacteria?
What color are
were the
Neutrophils?
Amoeba Green Blue Yellow
Bacteria cell Yellow Yellow Blue
A skin cell Red Red Red
White Blood Cell Blue Green Green
43% 63% 40% 19%
48% 64% 45% 24%
38% 64% 35% 15%
19. Non-game playing students scored
equally well on test of knowledge
Students are asked how many hours per week they play video games.
Their choices are 0, 1-5, 6-10, 11-15, 16-20, 21-25, 26-30, 31-35, 36-40
All 0 hours/week 1 to 5
hours/week
6+
hours/week
Immune Attack Control
Control
0
5
10
15
20
All Girls Boys
Score:Questionscorrectoutof27
20. Lack of success in Immune Attack does not inhibit
learning… But success helps.
Immune Attack players grouped by the level of Immune Attack they reached
0
2
4
6
8
10
12
14
16
18
20
Immune
Attack
Level 1 Levels 2
and 3
Level 4 Level 5 Levels 6
and 7
Control
Score:Questionscorrectoutof27
21. Lack of success in Immune Attack does not inhibit
learning… But success helps.
Students we asked to rate their agreement with this statement:
Immune Attack was easy to play. 1 = I agree completely and 5 = I disagree completely
0
2
4
6
8
10
12
14
16
18
20
All IA 1 2 3 4 5 All Ctrl
Response to Easy to Play?
Score:Questionscorrectoutof27
22. Challenges in
Making a Game from a Molecular Simulation.
• Video Games, like Immune Attack, use tricks to hold our interest:
*learning by doing
*learning from mistakes
*complexity sufficient to draw players back to replay
Will this seemingly negative aspect of gaming drive science game players
away from science?? (No, they don’t!)
• Making a complete story from what is known is a unique challenge.
• Accomplishing learning objectives while not introducing any
misconceptions and still meeting development deadlines.
• Our audience is large, their interest in intense.
24. Immune Attack players gain confidence
A complex diagram looks as understandable as a
simpler diagram to IA players.
0%
10%
20%
30%
40%
1 2 3 4 5
Transmigration
1 2 3 4 5
Yellow Macrophages
Total Ctrl n = 161
Total IA n = 180
Nature Immunology Reviews Janeway Immunobiology 7th Ed.
25. Immune Attack players gain confidence with
related images.
I would be able to understand this diagram
if I read it and thought about it.
0%
10%
20%
30%
40%
1 2 3 4 5
DATA All IA Players n = 180
Percentoftotalstudents
Disagree -------------- Agree
William Muller, Ph.D.
26. Evaluating in schools Spring 2014
Collaborators:
Maine International Center for Digital Learning
Howard Young, NCI Caroline Pinkard, David Silvernail
University of Southern Maine
Art and programming:
Final version: Kelly Wilson, Jennell Jaquays
Prototyping: Cosmocyte, LLC. Isoform, LLC
Excellent advice: Art Olson, Scripps
Graham Johnson, University of San Francisco
Kenneth Coulter, Ion Medical Designs
Development Funding:
(US) National Institute for Allergy and Infectious Diseases (NIAID).
Evaluation Funding:
(US) Entertainment Software Association Foundation (ESAF)
Melanie Stegman
@MelanieAnnS