Synergy Education

AFMU China 2025 - Teaching Real Science That Changes Daily Choices

Overview

We teach real science that changes daily choices, built around macrophages in liver cancer. We learn with learners: co-design, contextual stories, and multisensory paths from slides and comics to VR.

Our braided channels—face-to-face, digital media, art×science, movement games, VR, and PBL—turn ideas into practice. Access is a feature: large-print/Braille, audio-first, sign-language videos, and offline USB mirrors.

Safety is non-negotiable: two-adult rule, consent, no live pathogens, evidence-not-advice wording. We measure what matters: pre/post tests, facilitator rubrics, 8-week behavior follow-ups, PDCA in 14 days.

Replicability is engineered: open kits, train-the-trainer pipeline, and a 30-day rollout plan. Impact shows in artifacts and habits—from sharper posters with uncertainty markers to after-dinner walks.

In short: curiosity → action → habit—concrete, safe, measurable, repeatable.

[Image: Education Program Overview Infographic]

Core Educational Concepts

We undertook a systematic review of educational theories and distilled the following core principles to guide our educational practice.

Participatory Learning

Instead of starting with lectures, we build each session around Bandura's Social Learning Theory, positioning learners as co-creators and credible models.

During the laboratory open day, facilitators first model a micro-skill, while peers observe and encode the sequence.

Subsequently, learners practice with 30-second reverse teaching and receive targeted feedback, completing the attention→retention→reproduction→motivation cycle. We rotate the roles of "learner-demonstrator" to allow each individual to experience being a role model, thereby enhancing self-efficacy.

The children's summer camp featured a "Little Scientist Mission" — kids worked in groups to design "their own cancer-fighting warriors".

[Image: Participatory Learning in Action]

Contextual Relevance

By linking concepts to real-world settings, we use STEAM principles to make abstract biology meaningful and practical.

During community events, we take relevant themes to introduce scientific concepts in accessible ways.

During the community Dragon Boat Festival event, we took "Liver and Detoxification" as the theme, linking it to dietary health to introduce liver functions, followed by an explanation of how SynNotch macrophages operate precisely like "intelligent detox factories".

These diverse contexts encourage learners to transfer knowledge into everyday actions.

Multisensory Integration

To respect how minds process information, we adopt Mayer's CTML: dual channels, limited capacity, and active processing.

We combine slides and narration with 3D models, movement games, and VR tumor-microenvironment scenes.

For instance, we combine 3D-printed macrophage models with dynamic PPT animations and VR experiences to strengthen the "microscopic mechanism → macroscopic efficacy" cognitive chain.

In summer camps, we set up "enzyme factory role-playing" games where children play different cellular roles, using body movements to simulate biological processes.

[Image: Multisensory Learning Tools]

Iteration (PDCA)

Continuous improvement is not a slogan—PDCA turns feedback into design changes within two weeks.

Our cycle includes Plan, Do, Check, and Act phases for constant refinement.

Plan: define outcomes and accessibility; chunk content to match segment-wise processing.

Do: run timed scripts with cues and checkpoints to steer attention and transitions.

Check: analyze micro-surveys and debrief notes for select/organize/integrate bottlenecks.

Act: simplify visuals, adjust pacing, add signals, re-pilot, and log the delta for the next cohort.

Ethical & Safe Practice

Safety is learned socially—so we teach it by doing, modeling consent, inclusion, and careful lab behavior.

We enforce the two-adult rule, obtain written consent, and prohibit identifiable photos without explicit permission.

Activities use household-grade, non-pathogenic materials; disposal follows SOPs; data are minimal, anonymized, and opt-out friendly.

By making ethics visible and repeatable, learners internalize norms and carry them to future labs and outreach.

Evaluation Framework

Evidence drives decisions: our framework measures retention and transfer, plus engagement and 8-week behavior change.

A 10-item bank mixes recall with novel-context problems; rubrics capture clarity, inclusivity, and safety adherence.

Psychometrics guide quality (difficulty, discrimination, reliability), while accessibility checks flag split-attention or clutter.

Dashboards close the loop—data inform PDCA actions and document sustained gains across cohorts.

[Image: Evaluation Dashboard Example]

Educational Strategy for Different Groups

High Scientific Literacy

Frontline Scientists & Clinicians

Our journey began with those closest to the front lines of patient care—scientists and clinicians who shape the future of cancer therapy.

Rather than simply presenting our project, we invited them to become co-creators, turning education into a two-way dialogue.

In our expert roundtable, we opened with a real patient case, leading to discussions about patient selection for trials, safety signals, and advantages of engineered macrophages.

We hosted focus lectures and trial design workshops where participants drafted mini-protocols that became templates for future studies.

Biotech R&D Personnel

If clinicians ask "Can this be done?", biotech engineers focus on "How can this be made real?"

We met with them in sessions focused on manufacturing and commercialization challenges.

We mapped the entire production journey and identified key challenges like batch consistency and cost control.

Hands-on workshops helped reimagine SOP training with step cards and digital process maps for optimization.

Medium Scientific Literacy: Undergraduate Students

This track is delivered as a summer camp that blends theory, practice, and storytelling into one coherent journey.

Students move through themed stations that mirror the arc of real research.

Activities include elective courses on synthetic biology, experimental operations learning, project-based learning studios, macrophage microscopy contests, and interactive stations like clay modeling and science communication labs.

[Image: Undergraduate Program Activities]

Limited Scientific Literacy

Middle School Students

For middle schoolers, our aim was to spark curiosity and a sense of wonder about biology through the "SynBio Builders" program.

Activities began with comic stories of macrophages defending a city, followed by DNA model building, gel electrophoresis visualization, and ethics role-play.

Outdoor games transformed the immune system into physical activities where students became macrophages, tumor cells, and checkpoints.

Primary & Kindergarten

For younger children, we made science tangible through stories, crafts, and play.

We created picture books like "My Microbe Friends," DNA bracelet activities, glitter handwash experiments, and simplified movement games.

Each child left with a badge, proud to be called an "Immune Defender."

Special Populations

Patients & Families

We hosted workshops that provided practical guidance for daily life, covering fatigue management, nutrition, safe exercise, and medication routines.

We created psychological support workbooks and held events during health awareness days, with fundraising to support educational projects for those with limited healthcare access.

The Elderly

With seniors, our focus was on building simple, sustainable habits through clear visual talks and gentle exercises.

We paid special attention to caregivers, offering psychological guidance through partnerships with mental health professionals.

Deaf Community

We created sign-language versions of lectures, sign-friendly picture books, and redesigned games using lights and gestures instead of verbal commands.

Through these efforts, Deaf families experienced not just inclusion, but a sense of belonging in the scientific community.

Vulnerable Populations

We worked with low-income groups, migrant workers, and agricultural communities to bridge information gaps.

We partnered with local health workers, created simple pamphlets, and advocated for policy changes to improve healthcare access for liver cancer patients.

Innovative Educational Tools

VR — Inside the Tumor: A Macrophage's Journey

Our VR module immerses learners in the world of macrophages inside a liver cancer environment, allowing them to visualize decisions macrophages make and understand how their actions influence tumor growth or tissue repair.

[Image: VR Experience Screenshot]

Movement-Based Learning — 'Macrophage Phagocytosis'

In this interactive movement game, learners become macrophages, tumor cells, and immune checkpoints, navigating physical obstacles to simulate the immune response process.

[Image: Movement Game in Action]

Virtual Lab Suite

The Virtual Lab Suite provides hands-on experience in a digital space for experiments like DNA extraction, gel electrophoresis, and gene editing puzzles.

[Image: Virtual Lab Interface]

Board & Card Games

Our educational games like SNAP-pairing and Aminopoly make learning fun and interactive while teaching concepts like base-pairing and protein synthesis.

[Image: Educational Games]

Project-Based Learning (PBL)

Students work on real-world problems over extended periods, such as designing engineered macrophages to treat liver cancer, with guidance from experts.

[Image: PBL Session]

Impact & Evaluation

Instruments & Scoring

We developed comprehensive tools for assessing knowledge retention and application, with concept checks to identify misunderstandings during sessions.

Results

We consistently see improvements in learners' knowledge and behavior. For example, in our middle school 'SynBio Builders' program, knowledge increased by 34%, and 81% of students demonstrated improved understanding.

These gains are also reflected in behavior changes, such as an increase in students' willingness to engage in healthy behaviors like walking after meals.

[Image: Evaluation Results Graph]

Limitations & Mitigations

While our programs have shown positive results, we acknowledge limitations like self-report bias and facilitator variability, which we address through triangulation, standardized training, and adaptable program design.

Iteration Log

Our continuous improvement process ensures that feedback is transformed into design changes within two weeks through the PDCA cycle.

Mar 06

Face-to-Face Outreach

Introduced Breakout Sessions in Lectures → Improved Student Interaction and Understanding.

After receiving feedback that lectures were becoming too passive, we introduced breakout sessions where students could discuss and apply concepts in small groups.

Mar 10

Digital Media Platform

Added Interactive Quizzes to Video Series → Increased Engagement and Knowledge Retention.

We added interactive quizzes at the end of each video, allowing students to immediately test their knowledge after watching the content.

Mar 19

Targeted Groups

Tailored Activities for High School Students → Increased Depth of Scientific Exploration.

We designed specialized activities for high school students, including advanced research proposals and hands-on lab work.

Mar 30

Face-to-Face Outreach

Adjusted Lecture Pace for Younger Audiences → Enhanced Engagement in Primary and Secondary Schools.

We slowed down the lecture pace, allowing more time to explain key concepts and engage students through interactive activities.

Apr 03

Digital Media Platform

Launched Downloadable Resources for Offline Learning → Expanded Accessibility in Remote Areas.

We launched downloadable resource packs for offline learning, enabling students to continue their education even without constant internet connection.

Apr 08

Art & Science Integration

Updated Poster Design Challenge Criteria → Improved Scientific Communication in Visual Projects.

We updated the criteria for the poster design challenge to emphasize scientific clarity while maintaining visual accessibility.

Apr 12

Movement-Based Learning

Introduced New Roles in the Game → Enhanced Understanding of Immune System Functions.

We introduced new roles in the "Immunity Warriors" game, allowing students to better understand interactions between immune cells and cancerous cells.

Apr 24

Targeted Groups

Created Simplified Analogies for Primary School Students → Improved Conceptual Understanding.

We developed simplified analogies to explain complex scientific concepts to primary school students, such as comparing macrophages to street cleaners.

Apr 28

Innovative Educational Tools

Developed New Card Game 'Aminopoly' → Increased Fun and Educational Value.

We launched the card game "Aminopoly," designed to teach students about protein synthesis through an engaging and competitive environment.

May 14

Art & Science Integration

Organized Photography Contest to Visualize Microscopic Structures → Enhanced Visual Learning.

We organized a photography contest where students were asked to capture images of cells, proteins, and other microscopic structures.

Replicability & Scale-Up

We designed for "concrete, safe, measurable, repeatable" from day one; the playbook below packages those ideas so any school or community can run them fast.

30-Day Replication Plan

Our structured approach ensures successful implementation within one month, with clear milestones and deliverables.

Week 1
Decide & Prepare

Pick two modules (one school, one community), assign leads, download kits, place orders.

Key activities: Module selection, team assignment, resource acquisition, initial planning.

Week 2
Train & Test

Run a full rehearsal (timed script), finish safety briefing, test VR on local devices, print handouts.

Key activities: Team training, safety protocols, technology testing, material preparation.

Week 3
Pilot & Tweak

Pilot with one class, collect micro-survey, implement one dated change, lock the schedule.

Key activities: Small-scale implementation, feedback collection, program refinement.

Week 4
Run & Review

Deliver events, gather data/artifacts, debrief with the PDCA sheet, publish a one-page summary.

Key activities: Full implementation, data collection, program evaluation, documentation.

Program Architecture (Modular by Design)

Each module ships with four fixed assets: script (minute-by-minute), materials list, safety/Risk-SOP, and data instrument (pre/post + rubric).

Open Kits & Licensing

We publish facilitator guide, slide deck, activity cards, assessment bank, print files, and VR/3D assets with editable formats.

Train-the-Trainer (ToT) Pipeline

Three tiers—Facilitator / Lead / Regional—build local capacity; each tier requires a shadow run, a scored micro-teach, and a safety quiz.

Worked Example — "County-Level Replication in 30 Days"

A detailed case study showing how a county education bureau partnered with a community clinic and university club to implement modules successfully, reaching 360 learners with measurable improvements.

Context: a county education bureau partners with a community clinic and a university club to run two modules: Immunity Warriors (movement game) at a middle school and the VR—Macrophage's Journey with a parent night.

Day 1-7 | Setup: the bureau appoints a lead teacher; the clinic nominates a safety marshal; kits are downloaded; materials sourced locally; phone-viewer VR units borrowed from a library.

Day 8-14 | ToT: five teachers complete a 90-minute rehearsal and pass the safety quiz; sign-language volunteer adapts slides; large-print handouts are printed.

Day 15-21 | Pilot: one class runs the movement game; QR micro-survey shows confusion between "recognition" and "response," so facilitators add shape-coding to antigen balls and a 60-second recap card.

Day 22-30 | Rollout: three grades rotate through the game; evening VR parent session uses seated default and subtitles; families take home picture-book and myth-busting leaflet.

Outputs: 360 learners reached; 18 teacher badges issued; pre/post show +28.6 pp in recognition vs response items; one dated change logged (shape-coding).