Bio-edutainment: Learning life science through X gaming

Learning through gaming is one of the natural ways for knowledge and skill acquisition. This paper presents our work on bio-edutainment. Playing X games not only allows low age students to learn bio-molecular structure but also enables better understand complicated structure of bio-molecules. Immersive and interactive games may potentially motivate students to develop their interest to explore the wonder of life science. Based on our core Virtual Reality technology, the bio-edutainment system developed consists of mainly three components of visualization, modeling and interaction. Enabling technology includes also GPU technology, Networking, sensor technology and so on. The system was exhibited in Singapore Science Center.

[1]  D C Richardson,et al.  Kinemages--simple macromolecular graphics for interactive teaching and publication. , 1994, Trends in biochemical sciences.

[2]  John C. Thomas,et al.  Human factors in computer systems , 1984 .

[3]  Robert D. Macredie,et al.  Games and the Design of Human‐Computer Interfaces , 1994 .

[4]  Eric Jensen Brain-based Learning: A Reality Check. , 2000 .

[5]  Thomas W. Malone,et al.  Heuristics for designing enjoyable user interfaces: Lessons from computer games , 1982, CHI '82.

[6]  J. Huizinga Homo Ludens: A Study of the Play-Element in Culture , 1938 .

[7]  Luc Bidaut,et al.  Multisensor Imaging and Virtual Simulation for Assessment, Diagnosis, Therapy Planning, and Navigation , 2001 .

[8]  A. J. Faria Business Simulation Games: Current Usage Levels—An Update , 1998 .

[9]  Division on Earth BIO2010: Transforming Undergraduate Education for Future Research Biologists , 2003 .

[10]  F. Collins,et al.  The Human Genome Project: Lessons from Large-Scale Biology , 2003, Science.

[11]  Graham R. Parslow Commentary: Molecular visualization tools are good teaching aids when used appropriately , 2002 .

[12]  Mark Pesce The Playful World: How Technology Is Transforming Our Imagination , 2000 .

[13]  Anna Chadwick The Scientist in the Crib -- Minds, Brains, and How Children Learn , 2001 .

[14]  James H. Anderson,et al.  Computer Environment for Interventional Neuroradiology Procedures , 2001 .

[15]  J. Richardson,et al.  Teaching molecular 3‐D literacy , 2002 .

[16]  J. Watson Psychology As The Behaviorist Views It , 2011 .

[17]  H. Kay HUMAN LEARNING. , 1964, British medical bulletin.

[18]  T. N. Bhat,et al.  The Protein Data Bank , 2000, Nucleic Acids Res..

[19]  James H. Anderson,et al.  VR simulated training for less invasive vascular intervention , 2003, Comput. Graph..

[20]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[21]  Les A. Piegl,et al.  The NURBS Book , 1995, Monographs in Visual Communication.

[22]  J. D. Watson The human genome project: past, present, and future. , 1990, Science.

[23]  Colin Rose,et al.  Accelerated Learning for the 21ST Century , 1997 .

[24]  James H. Anderson,et al.  Simulation-based Virtual Prototyping of Customized Catheterization Devices , 2004, J. Comput. Inf. Sci. Eng..

[25]  Lloyd P. Rieber,et al.  Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games , 1996 .

[26]  Yang Luo,et al.  Realistic virtual hand modeling with applications for virtual grasping , 2004, VRCAI '04.

[27]  Thomas W. Malone,et al.  Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..

[28]  Maria Virvou,et al.  VR-ENGAGE: A Virtual Reality Educational Game that Incorporates Intelligence , 2003 .

[29]  Amitai Ziv,et al.  Simulation in Medical Education: A Review , 2001 .