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Education

Education

Introduction


Core Implementation Principles

  1. Guide participants to master popular science knowledge through immersive and gamified activities.

  2. Conduct targeted interactive classes for a wide range of groups to achieve mutual learning.

We have designed interactive popular science scenarios and implemented them for a broad audience, covering seven groups: preprimary children, primary school students, middle school students, high school students, college students, adult workers, and the elderly. The regions involved include Inner Mongolia, Beijing, Henan, Zhejiang, and Yunnan.

2

Our educational practice is far more than one-way dissemination; instead, we aim to build a two-way Dialogue and Mutual Learning.

Therefore, focusing on the popularization of interdisciplinary knowledge that integrates synthetic biology with the Sustainable Development Goals, we have designed a series of immersive activities covering multiple age groups and backgrounds under the guidance of the original “PhAgri-cycle” framework, transforming the scientific core of the project into perceivable stories and experiences.

1

After the educational activities, we collect feedback from participants and promptly evaluate the educational effects to achieve more effective stakeholder connection.

We evaluate and summarize our educational activities from four aspects: Stakeholder, Issue, Mutual Learning (CAU-stakeholder), and Mutual Learning (Stakeholder-CAU).

Stakeholder

Explain the target groups involved in synthetic biology in this activity. (Enable more people to participate in the “shaping”, “contribution” or “participation” of synthetic biology through scenario-based game interactions.)

Issue

Explain the contents and themes of this activity, which mainly focus on synthetic biology, Sustainable Development Goals, and the iGEM competition.

Mutual Learning

Explain the two-way learning achieved through the connection with stakeholders in this activity.
CAU-stakeholder: Explain the inspiration and knowledge provided by our team to participants through educational activities.
Stakeholder-CAU: Explain the inspiration and subsequent optimization iterations brought by the feedback and suggestions from participants to our educational activities and project content.

timeline

Investigation and Feedback

1. Survey on the Current Situation of Popular Science Effects

  • Location: Online
  • Time: March-April
  • Stakeholder: Through a social practice survey covering 85 questionnaires, based on the feedback from the popular science educated, we found the core contradictions and problems existing in the current popular science education.
  • Issue:

    Uneven distribution of urban and rural resources leads to differences in effects (the coverage rate of rural popular science facilities is less than 1/3 of that in cities)

    Mismatch between content and audience needs (62.35% think the content is too difficult or too simple)

    Single form weakens the depth of participation.

  • Summary:
    Through this survey, we have identified the real pain points of popular science education, which have become the scientific basis for us to evaluate educational effectiveness and dynamically adjust strategies. Therefore, we hope that every educational activity we hold truly serves “comprehensive literacy cultivation” rather than being a mere formality.

Based on the existing problems in popular science, the optimization of subsequent educational activities includes:

  1. Developing “learning through play” immersive games to solve the problem of single form.
  2. Evaluating the effects through feedback.
  3. Design stratification according to urban-rural differences: for example, cities focus more on the life-oriented introduction of cutting-edge innovations in synthetic biology, while rural areas focus on popularizing the help of synthetic biology to production technologies.

2. Survey on the Awareness of Sustainable Development Goals

  1. Location: East Campus of China Agricultural University
  2. Time: April 15-April 27 (before the “BioBricks Create and Play” activity)
  3. Stakeholder: Through the “BioBricks Create and Play” activity, we investigated the awareness of Sustainable Development Goals among college students, children, adult workers, and the elderly who participated in the activity.
  4. Issue: Regarding the participants’ familiarity, accuracy of understanding, and willingness to understand the Sustainable Development Goals, we analyzed the effect of our activities on promoting the correct understanding of the Sustainable Development Goals.
  5. Mutual Learning:

    CAU-stakeholder: This survey shows that about half (53.23%) of the participants had some knowledge of the United Nations Sustainable Development Goals (SDGs) before, but there is still significant room for improvement in the depth of their understanding. The other half of the participants lack attention to the Sustainable Development Goals, which we did not expect at the beginning. In terms of the understanding of specific project-related solutions, such as addressing the issue of “antibiotic abuse” which is directly related to the project, more than half of the people (54.84%) only remain at the stage of “having heard but not knowing the measures”. This indicates that our educational activities designed for synthetic biology and Sustainable Development Goals have accurately targeted a cognitive blind spot where the public “knows what but not why”.

    Stakeholder-CAU: According to the subsequent project feedback (see details in 3. Survey on the Impact of Activities and Participants’ Satisfaction), we took the specific cases of the project as the carrier of the relatively abstract SDG concept. By introducing SDGs, connecting with global issues, and delving into global issues, we effectively achieved the cognitive deepening from “knowing the problem” to “understanding innovative countermeasures”, and stimulated participants’ in-depth thinking on realizing SDGs through synthetic biology.

3. Survey on the Impact of Activities and Participants’ Satisfaction

  • Location: After each activity
  • Time: During and after each activity
  • Stakeholder: Combined with the content of each activity, we set up questionnaires related to activity satisfaction, participants’ learning interest, and assessment of learned content, and invited participants to express their opinions.
  • Issue: In the “BioBricks Create and Play” activity, as high as 98.39% of the participants believed that the activity was “of great help” or “of some help” to understanding synthetic biology, among which 75.81% expressed “great interest” and would continue to learn about this field in the future. This directly proves the success of the activity in breaking disciplinary barriers and guiding the public to take the “first step”. Data also shows that after the activity, 70.97% of the participants thought synthetic biology was “interesting”, and 54.84% were “very optimistic about its application prospects”, successfully transforming the “profound and abstruse” discipline impression (40.32%) into an “interesting and promising” exploration field.
  • Mutual Learning: This survey evaluated the effectiveness of our activities: we successfully carried out scenario-based interactive popular science for a wide range of groups. This is not only a transfer of knowledge, but also a successful enlightenment of scientific interest and establishment of confidence.

The Target Age and Region

Preprimary Children

Primary School

Middle School

University

All-Age Participation

Conclusion

In our educational activities, we explore how to integrate the content of the project itself into education in order to achieve more efficient stakeholder connections. According to the participants’ feedback, We have successfully enhanced the accessibility and depth of understanding of synthetic biology knowledge through multi-level and immersive educational forms.