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Algae Dancing

Chapter 1: Inspiration and Concept Development

1.1 Educational Vision

Our team believes that education is the foundation of long-term climate action. To make synthetic biology and carbon innovation accessible to all, we designed our algae-based system to serve both as a functional carbon reduction tool and an educational platform.

By integrating the system into schools and community centers, we transform clean energy technology into a hands-on learning experience that bridges science, sustainability, and society.

1.2 Expert Consultation and Ideation

The educational aspect of our project began with discussions with Dr. Chia-Ho Zhan, a carbon rights and sustainability expert. From him, we learned that while government and industry are advancing carbon policies, public understanding of carbon credits and emission mechanisms remains limited. This inspired us to create tools that simplify complex climate mechanisms through interactive learning.

We also consulted Dr. Lance Chang, a synthetic biology specialist and biotech entrepreneur. His insights into algae-based bioengineering — including astaxanthin production, PHA bioplastics, and microbial fermentation — shaped the biological foundation of our educational materials.

1.3 Effectiveness of Board Game Education

We found that many studies highlight board games as highly effective tools for science communication and environmental education. Compared with traditional lecture-based methods, game-based learning significantly enhances learners' engagement, motivation, and long-term memory retention (Plass et al., 2015; Hamari et al., 2016).

Especially in sustainability and climate education, games simulate real-world decision-making contexts, allowing learners to explore carbon reduction strategies and social impacts under limited resources and policy constraints. This process cultivates systems thinking, empathy, and collaboration (Wouters et. al., 2013).

Research shows that students who participate in sustainability-related games demonstrate 23–35% higher understanding of climate change and carbon management compared with traditional learners (Ouariachi et al., 2017). Moreover, the social and tactile nature of board games promotes communication and teamwork, helping players understand complex topics such as climate policy, carbon trading, and market behavior in a more tangible way (Flood et. al., 2018).

1.4 Inspiration from the Lanyang Museum Net-Zero Exhibition

Our educational inspiration was also drawn from the Lanyang Museum's "Whale Spirit · Net Zero" Sustainability Exhibition, which integrates science education with climate action.

Beginning with the role of whales and dolphins in the oceanic carbon cycle, the exhibition guides visitors to rediscover the connection between blue carbon and net-zero.

The exhibition featured six major sections, including Marine Blue Carbon, Carbon Cycle, Cetacean Conservation, and Ocean Sustainability. It showcased rare specimens such as a humpback whale jawbone, sperm whale teeth, and dolphin fetus, along with a full-scale blue whale jawbone model. Interactive experiences allowed visitors to simulate a blue whale's feeding process, listen to whale songs, and play fin-identification games.

Outside, the plaza exhibited "The Hurt Brain Whale," a sculpture by renowned Taiwanese artist Kang Mu-Hsiang, made from recycled steel cables from Taipei 101, symbolizing the sorrow of marine life and urging public reflection on ocean conservation and climate change.

This exhibition not only deepened our understanding of marine ecology and net-zero concepts but also showed how interactive experiences and gamified learning can make complex scientific ideas more accessible. It directly inspired our idea to design an educational board game that conveys carbon reduction and sustainability through play.

The visit gave us a better understanding of how synthetic biology is being applied in real-world contexts. From food and fragrance to sustainability and space. It also gave us useful ideas and perspective for developing our own iGEM project, in which we gained more knowledge of not only synthetic biology but also the key element of our project, the algae.

TeamVisit

Chapter 2: Educational Design and Methods

2.1 Algae as a Learning Platform

Our modular algae bioreactor allows students to observe real biological processes:

  • Algae absorbing carbon dioxide
  • Photosynthesis and biomass growth
  • Conversion of biomass into biofuel or value-added compounds

This real-time interaction helps bridge the gap between textbook knowledge and real-world sustainability applications.

Chapter 3: Game Testing and Feedback

We printed the map and cards, prepared toy money and dice, and conducted trial games with team members from both Dry Lab and Wet Lab.

Participants found the game fun, educational, and engaging, saying it helped them better understand corporate decision-making under sustainability pressures and deepened their appreciation for the Dancing JJ project's goals. The playtests confirmed that learning through play can effectively strengthen understanding and motivation for carbon reduction action.

Chapter 4: Implementation and Classroom Integration

4.1 Workshops and Activities

To extend impact beyond the lab, our team developed a series of educational workshops combining synthetic biology and climate learning.

Workshop Modules
  • Mini lessons on carbon capture and biofuel production
  • Interactive algae observation journals
  • Build-your-own bioreactor kits (in development)
  • Group simulation using the Dancing JJ board game

These activities enable students to apply theoretical knowledge to tangible systems, fostering inquiry-based learning and collaborative problem-solving.

4.2 Educational Partnerships

We collaborated with teachers, administrators, and mentors to embed our materials into local classrooms.

  • UBI Taiwan supported pilot workshops.
  • National Cheng Kung University professors guided scientific accuracy and curriculum alignment.
  • Schools across Yilan and Taoyuan participated in initial testing and feedback collection.

Chapter 5: Impact, Evaluation, and Future Plan

5.1 Educational Impact

Post-activity surveys indicate:

  • 65% of participants improved understanding of carbon cycles and synthetic biology.
  • 40% expressed stronger motivation toward sustainable practices.
  • Teachers reported that the game effectively visualized complex climate concepts.

5.2 Reflection and Continuous Improvement

Feedback led us to:

  • Add simplified instructions and a teacher's guidebook
  • Localize the game for community education events (Taiwanese and English versions)
  • Plan digital adaptation for global accessibility

5.3 Inspiring the Next Generation

Through these initiatives, Dancing JJ transforms abstract sustainability into an engaging, memorable experience. We aim to inspire students not just to learn science — but to practice it, to question it, and to innovate for a sustainable future.

Carbon Emission Industry Board Game

Game Objective

Main Goal: Achieve carbon neutrality or have the lowest total carbon emissions by the year 2050 (within 25 rounds).

Educational Purpose

The game is designed to help players explore:

  • Climate policy and regulation
  • Carbon audits and emission reduction strategies
  • Strategic investment in decarbonization
  • The balance between profitability and sustainability in industry transformation

Basic Rules

  • Each round = 1 month; the game lasts for 24–25 rounds (2 years).
  • Players take on the role of an industry (e.g., Steel, Logistics, Semiconductors).
  • Each industry starts with specific values for cash, EPS, and carbon emissions.
  • Players roll dice to move along the board and land on spaces that trigger events or card draws.
  • Actions include carbon audits, emission-reduction investments, CSR efforts, and carbon trading.
  • Climate events and audits are triggered by specific board spaces and months.
  • Players must manage resources while adapting to chance events and policy shifts.

Types of Cards

Card Type Description
Chance Cards Optional opportunities like emission reduction, CSR activities, or grants.
Fate Cards Mandatory events such as disasters, policy changes, or carbon taxes.
Resource Cards Strategic advantages like renewable energy partnerships or immunity effects.
Industry Cards Each player begins with one; defines starting stats and may trigger unique events.
Sample Cards
Board game cards examples

Figure 1. Card Examples

Sample Cards

Chance Card – Solar Panel Installation
You decide to install solar panels on your factory roof. Though expensive at first, they help reduce long-term emissions.
Effect: Cash -3000 | EPS +1 | Carbon -2000
Condition: Can only be used after completing a carbon audit.

Fate Card – Typhoon
A super typhoon damages your facilities and disrupts production.
Effect: Cash -2000
Players with lower carbon emissions reduce losses by half.

Core Rules

  • Carbon audits are required before emission-reduction actions can take effect.
  • EPS (Earnings per Share) influences annual cash inflow and performance.
  • If a player's cash reaches zero, they are bankrupt and eliminated from the game.
  • Players must balance financial survival and sustainability.

Win Conditions

  • First to achieve carbon neutrality
  • Lowest total carbon emissions after 25 rounds
  • Highest enterprise value based on EPS and performance

Educational Value

Theme What Players Learn
Emission Reduction Strategic planning and investment are required to lower emissions.
Industry Inequality Industries differ in access to resources and climate vulnerability.
ESG & CSR Sustainable practices boost corporate value and long-term success.
Policy & Uncertainty Regulations and disasters add unpredictability and risk.
Financial Trade-offs Balancing emissions with profitability simulates real-world strategy.

Game End Conditions

  • Game ends immediately if any player reaches carbon neutrality.
  • If all 25 rounds finish, the player with the lowest total emissions wins.
  • Bankrupt players are eliminated and become observers.

Roles & Industry Examples

Bank: A non-player role that provides subsidies, grants, and financial support.

Player Industry Options:

  • Food
  • Machinery
  • Semiconductors
  • Logistics
  • Textiles
  • Steel

Localization & Global Versions

  • Taiwan Version: Features events like cherry blossom season or Mid-Autumn Festival.
  • International Version: Includes events like California wildfires and international climate summits.
  • Different map editions and multilingual support (Chinese, English, Japanese) available.

Social & Environmental Themes

  • ESG (Environmental, Social, Governance)
  • Gender equality and inclusive policy representation
  • Climate justice and equitable transition awareness

Classroom Activities

We developed educational activities that allow students to explore synthetic biology and clean energy through our algae system. These include:

  • Mini lessons on carbon capture and biofuel production
  • Interactive experiments and algae observation journals
  • Build-your-own bioreactor kits (coming soon)
  • Team challenges to simulate algae system design

Our outreach efforts aim to make synthetic biology less abstract and more personally meaningful to students.

Educational Partnerships

We collaborated with teachers, school administrators, and mentors to integrate our tools into local classrooms. Partners like UBI Taiwan have supported educational pilots, and professors at National Cheng Kung University helped guide the science curriculum around algae biology.

In future phases, we plan to:

  • Expand to schools across Taiwan and the UK
  • Release open-source educational modules for other iGEM teams
  • Host synthetic biology outreach events with school districts

Inspiring the Next Generation

By using algae as an educational tool, we inspire students to take ownership of sustainability. Our goal is to show that science is not just for labs or textbooks, but something you can see, build, and improve. Through this, we hope to empower the next generation of climate innovators and synthetic biologists.

References

Flood, S., Cradock-Henry, N. A., Blackett, P., & Edwards, P. (2018). Adaptive and interactive climate futures: Systemic thinking for serious games. Environmental Modelling & Software, 105, 60–67. https://doi.org/10.1016/j.envsoft.2018.03.016

Ouariachi, T., Olvera-Lobo, M. D., & Gutiérrez-Pérez, J. (2017). Serious games and sustainability education: An analysis of the literature. Journal of Environmental Education, 48(5), 356–371. https://doi.org/10.1080/00958964.2017.1337073

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

Wouters, P., van der Spek, E., & van Oostendorp, H. (2013). Current practices in serious game research: A review from a learning outcomes perspective. Games and Culture, 8(4), 329–344. https://doi.org/10.1177/1555412013498899