Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3173225.3173277acmconferencesArticle/Chapter ViewAbstractPublication PagesteiConference Proceedingsconference-collections
Work in Progress
Public Access

CRISPEE: A Tangible Gene Editing Platform for Early Childhood

Published: 18 March 2018 Publication History

Abstract

We present CRISPEE, a novel tangible user interface designed to engage young elementary school children in bioengineering concepts. Using CRISPEE, children assume the role of a bioengineer to create a genetic program that codes for a firefly's bioluminescent light. This is accomplished through sequencing tangible representations of BioBricks, which code for the primary colors of light (red, green, and blue) to be turned on or off. The interface and curricular supplement expose children in early elementary school to concepts traditionally taught much later in school curricula through playful interaction and exploration. We discuss CRISPEE's concept and design, and share findings from its preliminary evaluation with children and adults.

References

[1]
2013. Next Generation Science Standards: For States, By States. The National Academies Press, Washington, DC.
[2]
Shaaron Ainsworth. 2006. DeFT: A conceptual framework for considering learning with multiple representations. Learning and instruction 16, 3 (2006), 183--198.
[3]
Marina Umaschi Bers. 2012. Designing digital experiences for positive youth development: From playpen to playground. Oxford University Press.
[4]
Marina Umaschi Bers. 2017. Coding as a playground: Programming and computational thinking in the early childhood classroom. Routledge.
[5]
Douglas H Clements and Julie Sarama. 2003. Strip mining for gold: Research and policy in educational technology-A response to "Fool's Gold". AACE Journal 11, 1 (2003), 7--69.
[6]
Gerald A Goldin. 2013. "Show Me what You Know": Exploring Student Representations Across STEM Disciplines. Teachers College Press.
[7]
Zahid Hossain, Engin Bumbacher, Paulo Blikstein, and Ingmar Riedel-Kruse. 2017. Authentic Science Inquiry Learning at Scale Enabled by an Interactive Biology Cloud Experimentation Lab. In Proceedings of the Fourth (2017) ACM Conference on Learning@ Scale. ACM, 237--240.
[8]
iGem. Registry of Standard Biological Parts. Retrieved November 2, 2017 from http://partsregistry.org/Main_Page.
[9]
Seung Ah Lee, Engin Bumbacher, Alice M Chung, Nate Cira, Byron Walker, Ji Young Park, Barry Starr, Paulo Blikstein, and Ingmar H Riedel-Kruse. 2015a. Trap it!: A Playful Human-Biology Interaction for a Museum Installation. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. ACM, 2593--2602.
[10]
Seung Ah Lee, Alice M Chung, Nate Cira, and Ingmar H Riedel-Kruse. 2015b. Tangible interactive microbiology for informal science education. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction. ACM, 273--280.
[11]
Anna Loparev, Amanda Sullivan, Clarissa Verish, Lauren Westendorf, Jasmine Davis, Margaret Flemings, Marina Bers, and Orit Shaer. 2017a. BacToMars: Creative Engagement with Bio-Design for Children. In Proceedings of the 2017 Conference on Interaction Design and Children. ACM, 623--628.
[12]
Anna Loparev, Lauren Westendorf, Margaret Flemings, Jennifer Cho, Romie Littrell, Anja Scholze, and Orit Shaer. 2017b. BacPack: Exploring the Role of Tangibles in a Museum Exhibit for Bio-Design. In Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (TEI '17). ACM, New York, NY, USA, 111--120.
[13]
Johanna Okerlund, Evan Segreto, Casey Grote, Lauren Westendorf, Anja Scholze, Romie Littrell, and Orit Shaer. 2016. SynFlo: A Tangible Museum Exhibit for Exploring Bio-Design. In Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '16). ACM, New York, NY, USA, 141--149.
[14]
Seymour Papert. 1980. Mindstorms: Children, computers, and powerful ideas. Basic Books, Inc.
[15]
Alex Reis, Breton Hornblower, Brett Robb, and George Tzertzinis. CRISPR/Cas9 and Targeted Genome Editing: A New Era in Molecular Biology. Retrieved November 2, 2017 from https://www.neb. com/tools-and-resources/feature-articles/ crispr-cas9-and-targeted-genome-editing-a- new-era-in-molecular-biology.
[16]
Orit Shaer, Marina Umaschi Bers, and M. Chang. 2011. Making the Invisible Tangible: Learning Biological Engineering in Kindergarten. ACM CHI 2011 Workshop on User Interface Technology and Educational Pedagogy, ACM: CHI 2011. (2011).
[17]
Amanda Strawhacker and Marina U Bers. 2015. "I want my robot to look for food": Comparing Kindergartner's programming comprehension using tangible, graphic, and hybrid user interfaces. International Journal of Technology and Design Education 25, 3 (2015), 293--319.
[18]
Amanda Alzena Sullivan. 2016. Breaking the STEM Stereotype: Investigating the Use of Robotics to Change Young Children's Gender Stereotypes About Technology and Engineering. Ph.D. Dissertation. Tufts University.

Cited By

View all
  • (2022)A Meta-Analysis of Tangible Learning Studies from the TEI ConferenceProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501313(1-17)Online publication date: 13-Feb-2022
  • (2022)Weaving Fire into FormundefinedOnline publication date: 20-Jul-2022
  • (2021)Computational Thinking and Life ScienceTeaching Computational Thinking and Coding to Young Children10.4018/978-1-7998-7308-2.ch006(107-133)Online publication date: 2021
  • Show More Cited By

Index Terms

  1. CRISPEE: A Tangible Gene Editing Platform for Early Childhood

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    TEI '18: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction
    March 2018
    763 pages
    ISBN:9781450355681
    DOI:10.1145/3173225
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 18 March 2018

    Check for updates

    Author Tags

    1. children
    2. education
    3. play/games

    Qualifiers

    • Work in progress

    Funding Sources

    Conference

    TEI '18
    Sponsor:

    Acceptance Rates

    TEI '18 Paper Acceptance Rate 37 of 130 submissions, 28%;
    Overall Acceptance Rate 393 of 1,367 submissions, 29%

    Upcoming Conference

    TEI '25

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)42
    • Downloads (Last 6 weeks)13
    Reflects downloads up to 01 Oct 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2022)A Meta-Analysis of Tangible Learning Studies from the TEI ConferenceProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501313(1-17)Online publication date: 13-Feb-2022
    • (2022)Weaving Fire into FormundefinedOnline publication date: 20-Jul-2022
    • (2021)Computational Thinking and Life ScienceTeaching Computational Thinking and Coding to Young Children10.4018/978-1-7998-7308-2.ch006(107-133)Online publication date: 2021
    • (2021)Middle School Student Knowledge of and Attitudes Toward Synthetic BiologyJournal of Science Education and Technology10.1007/s10956-021-09919-yOnline publication date: 4-May-2021
    • (2021)Tangible interfaces in early years’ education: a systematic reviewPersonal and Ubiquitous Computing10.1007/s00779-021-01556-x26:1(39-77)Online publication date: 23-May-2021
    • (2020)Tangible Interaction with Light: A ReviewMultimodal Technologies and Interaction10.3390/mti40400724:4(72)Online publication date: 5-Oct-2020
    • (2020)Tools for BiomakersProceedings of the FabLearn 2020 - 9th Annual Conference on Maker Education10.1145/3386201.3386204(10-17)Online publication date: 4-Apr-2020
    • (2020)Young Children’s Learning of Bioengineering with CRISPEE: a Developmentally Appropriate Tangible User InterfaceJournal of Science Education and Technology10.1007/s10956-020-09817-9Online publication date: 2-Mar-2020
    • (2019)A Revaluation of How We Think about MakingProceedings of FabLearn 201910.1145/3311890.3311895(34-41)Online publication date: 9-Mar-2019

    View Options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Get Access

    Login options

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media