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Interactive game gives science lesson

By Shari Rudavsky, Globe Correspondent, 7/27/2003

As the clock ticked toward the end of the period, Heather Pauling's honors biology class at Brookline High School was hot on the tail of scientific discovery.

Glancing down at what looked like a Lego studded with lights in his hand, sophomore Zach Rowe blurted out: ''I need some old people who want to breed.''

His classmates all clutched similar devices - ''wearable computers'' in educational game parlance - as they played ''Live Long and Prosper,'' a game devised by MIT researchers to help students master the tenets of genetics.

As the students play, they're helping the game's inventors decide which of two platforms - the ID badge-sized computers or Palm pilots -- works better as an educational tool.

''What kind of experiences can we give students that allow them to investigate real science?'' asked Eric Klopfer, director of MIT's Teacher Education Program, who is overseeing the project that has gone into several area classrooms the past year.

Live Long's basic concept is the same for both versions: The devices, either the Palms or handheld computers, are five-gened creatures. On the wearable computer, red, green, or blinking lights stand for different phenotypes, connoting how the gene is expressed. On the Palm, dots, stripes, or solid gene icons represent phenotypes.

Over the course of a class or two, students have to determine what trait each gene governs as well as genotype. The goal, as in evolution, is to live as long as possible and to mate as often as possible - leading to a cross of the parents' phenotypes and providing further clues as to genotype.

The devices are almost like cyber fruit flies that produce several generations in the course of a class period.

''It's a lot of fun. It helps you understand genetics more than just seeing it on the board,'' said Tara Sullivan, a student at Worcester Academy, which also has tested the game.

Klopfer's group has put together a number of other games as well, including Bee-havior, a game that teaches students about altruism, and a predator-prey game.

One theme runs through all: ''They help students understand the system from the inside,'' Klopfer said.

How students play also helps education researchers understand how they learn. The Palms are state-of-the-art technology while the wearables offer a cruder basic approach. Once the group fine-tunes the software, it plans to offer it to schools for free. Worcester Academy has expressed interest.

''The fact that it was inquiry-based learning and something that was cutting edge appealed to us,'' said Antonio Viva, Worcester's chief technology officer. ''This is one science class doing one simulation, but what are the possibilities?''

Like many other schools, Worcester Academy is in the process of trying to determine how to best invest its technology dollars. Palms such as the ones Klopfer uses cost less than $100, so purchasing enough for every student in a science class would not eat up as significant a portion of the computer budget, Viva said.

The interactive-based programs might help engage students who don't necessarily learn well through lectures, said science department chair Barbara Gould. ''It's just a different way of learning information.''

As for the students, they relish the chance to have their biology lessons leap out of texts and into their hands.

This story ran on page C5 of the Boston Globe on 7/27/2003.
© Copyright 2003 Globe Newspaper Company.