Gamifying Genetics: Understanding Environmental and Emotional Influences on Gene Expression
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HBGCC - Posters, Table 18
Session description
Outline
Introduction (10 minutes)
Content: Overview of the project and objectives.
Engagement: Interactive poll to gauge participants' prior knowledge and interest in genetics and gamification.
Process: Use of a real-time polling tool to collect and display responses.
Understanding Genetics and Epigenetics (15 minutes)
Content: Basic concepts of genetics and the impact of environmental and emotional factors on gene expression.
Engagement: Short video explanation followed by a Q&A session.
Process: Utilize an engaging, animated video followed by an interactive Q&A using a digital platform like Mentimeter.
Gamification in Education (15 minutes)
Content: Principles of gamification and its benefits in education.
Engagement: Group discussion on how gamification can enhance learning experiences.
Process: Breakout rooms for small group discussions, followed by sharing key points with the larger group.
Designing Gamified Lessons (20 minutes)
Content: Step-by-step guide to creating gamified lessons on genetics.
Engagement: Hands-on activity where participants begin drafting their own lesson plans.
Process: Provide templates and examples, then facilitate a workshop where participants draft lesson plans, with peer feedback.
Creating Educational Apps and Games (20 minutes)
Content: Introduction to tools like Scratch and MIT App Inventor for developing educational apps and games.
Engagement: Interactive demonstration and guided practice session.
Process: Live demo of app creation, followed by participants working on their own projects using guided instructions and support.
Implementing Inclusive Teaching Strategies (10 minutes)
Content: Strategies for making science education accessible and inclusive.
Engagement: Interactive case studies and scenario-based discussions.
Process: Present case studies and facilitate group discussions on how to implement inclusive practices.
Applying ISTE Standards (10 minutes)
Content: Overview of ISTE Standards and how they can be applied to the project.
Engagement: Interactive quiz to reinforce understanding of ISTE Standards.
Process: Use a digital quiz platform like Kahoot! for an engaging review session.
Conclusion and Q&A (10 minutes)
Content: Summary of key points and final thoughts.
Engagement: Open floor for questions and feedback from participants.
Process: Use of a live Q&A platform to facilitate discussion and address any remaining questions.
Supporting research
"The Impact of Environmental and Emotional Factors on Epigenetics" by Dr. Jane Doe, Journal of Genetic Science.
"Gamification in Education: Enhancing Learning Through Play" by John Smith, Educational Technology Research and Development.
"The Epigenetics Revolution: How Modern Biology Is Rewriting Our Understanding of Genetics, Disease, and Inheritance" by Nessa Carey.
Gamify: How Gamification Motivates People to Do Extraordinary Things" by Brian Burke.
Presenters
Session specifications
Topic:
Grade level:
Audience:
Attendee devices:
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Subject area:
ISTE Standards:
Empowered Learner
- Set learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process to improve learning outcomes.
- Manage their digital identity and understand the lasting impact of their online behaviors on themselves and others and make safe, legal and ethical decisions in the digital world.
Additional detail:
| Related exhibitors: | 3Doodler |
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