Student feedback guides the development of a microbiome card game “No Guts No Glory”

Chuu Ling Chan, Russell Lee, Lih Ing Goh, Nathanael Hao Kai Chong, Li Neng Lee, Jun-Hong Ch'ng
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Abstract

Introduction: We frequently associate microbes with infection, rarely expounding on their usefulness and importance to healthy development. For humanity to leverage these microbial “super powers”, learners from all backgrounds need to appreciate their utility and consider how microbes could help solve some of the most critical problems we face. However, learners are frequently uninterested or intimidated by microbiology. The card game “No Guts No Glory” was created to engage students by piquing curiosity and encouraging informal learning to change perceptions and advocate the value of microbes to good health. Methods: Undergraduates from various faculties in the National University of Singapore were invited to play and give feedback on accessibility, engagement and self-reported learning gains. Results: The game was well-received across disciplinary backgrounds with positive feedback (5-point scale) on game mechanics being fun (4.17±0.63), attractive artwork (3.83±1.00) and scientific snippets (3.79±1.04), positive re-playability (3.46±0.84), player engagement for those without foundational knowledge in microbiology (3.63±1.04), and usefulness of knowledge taught (3.54±1.10). Areas for improvement evidenced from feedback included unclear instructions (2.74±0.98), limited content taught (2.76±0.93), not generating interest to attend formal microbiome classes (2.88±1.17) and not prompting lifestyle changes (1.98±1.11). Conclusion: This pilot study provided valuable insights from the target demographic, with concrete ideas on how to improve the educational potential of “No Guts No Glory”. Findings further lay the groundwork for the design of future instruments to objectively quantify learning gains from gameplay. Keywords: Game-based Learning, Microbiome, Microbiology, Card Game, No Guts No Glory
学生的反馈意见指导了微生物组纸牌游戏 "没有胆量就没有荣耀 "的开发
引言我们经常把微生物与感染联系在一起,却很少阐述它们对健康发展的作用和重要性。为了让人类充分利用这些微生物的 "超能力",各种背景的学习者都需要了解它们的用途,并思考微生物如何帮助解决我们面临的一些最关键问题。然而,学习者往往对微生物学不感兴趣或望而生畏。我们设计了 "没有胆量就没有荣耀 "的纸牌游戏,通过激发学生的好奇心和鼓励非正式学习来改变他们的观念,并宣传微生物对健康的价值:方法:邀请新加坡国立大学不同院系的本科生参与游戏,并就游戏的可访问性、参与度和自我报告的学习收获提供反馈。结果不同学科背景的学生都对该游戏给予了积极反馈(5 分制),包括游戏机制的趣味性(4.17±0.63)、美术设计的吸引力(3.83±1.00)和科学片段的吸引力(3.79±1.04)、游戏的可重玩性(3.46±0.84)、没有微生物学基础知识的学生的参与度(3.63±1.04)和所学知识的实用性(3.54±1.10)。从反馈中可以看出需要改进的地方包括:说明不明确(2.74±0.98)、教授内容有限(2.76±0.93)、没有引起参加正式微生物组课程的兴趣(2.88±1.17)以及没有促使改变生活方式(1.98±1.11):这项试点研究从目标人群中获得了宝贵的见解,并就如何提高 "没有胆量就没有荣耀 "的教育潜力提出了具体的想法。研究结果为今后设计客观量化游戏学习效果的工具奠定了基础:游戏式学习 微生物组 微生物学 纸牌游戏 没有胆量就没有荣耀
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