Change the Game with Vaccines: a “Play and Learn” Workshop for Science Education
DOI:
https://doi.org/10.34190/ecgbl.19.1.3964Keywords:
Game-Based learning, Science communication, STEM, Genetic code, Transcription, Translation, Vaccines, Immune response, CancerAbstract
Due to the recent Covid-19 pandemic, the concept of genetic vaccination is not new. Genetic vaccines (DNA and RNA-based) are emerging as a new anticancer strategy, based on the same immunological mechanisms underlying vaccines against infectious disease. The development of RNA-based anticancer vaccines is a complex process that involves the use of messenger RNA (mRNA) to provide immune cells with the molecular instructions to produce harmless fragments of cancer-related proteins (antigens). These antigens alert the immune cells, helping them to identify and destroy cancer cells that express these proteins. To engage young students aged 12-18 in understanding the biology and the mechanisms of action of these vaccines, we created “Vaccines: New Weapons Against Tumors”, an educational game based on interactive activities. Presented at the Genoa Science Festival 2024, Italy's largest science communication event, it attracted over 1,000 participants. It consisted of an initial training phase that included images, videos, and explanations, followed by a playful activity, employing "interlocking" elements representing mRNA, transfer RNAs and amino acids, and plastic tiles (cards) representing antibodies and antigens. The goal of the workshop was to assemble the molecule that represents the mRNA vaccine, which is then translated into the corresponding protein, according to the rules of the genetic code. That protein serves as cancer antigen against which the immune cells are armed with antibodies to destroy cancer cells. Participants were divided into teams, each playing distinct role: the scientists who design the vaccine, the immune system cells and the cancer cells. The outcomes achieved through the self-report questionnaire indicated that the experience had a positive impact in terms of enjoyment and effectively increased participants' interest in the topics covered by the workshop. This experience highlights the potential of the game-based approach, tailored to STEM concepts, providing an immersive educational experience.