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In this paper, we present an activity called 'Annapurna Expedition' through which students should apply basic concepts of genetics to solve a worldwide pandemic disease. Players take the role of scientists, involved in a research to find out which pathogen causes this pandemic and which could be the best way to solve it. Students have the opportunity to use BLAST software as a scientific bioinformatic tool to discover the main game' enigmas. The activity uses game-based science learning methodology. This methodology incorporates multiple tools and resources, rely on learning by doing, guiding learners through a path of events and into a way of thinking. It provides students to take information from many sources and make decisions, to deduce a game's obstacles, to understand complex systems and to collaborate with other classmates. The activity has been developed for a range of audiences, including high school students and pre-service teachers. A case study has been carried out with a group of 80 primary pre-service teachers from the Universitat Rovira i Virgili (URV) in Tarragona (Spain) in order to verify whether this activity was well designed, engage students and it is satisfactorily implemented.

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