Game design for bioinformatics and cyberinfrastructure learning: a parallel computing case study
Corresponding Author
Daniel Perry
Human Centered Design and Engineering, University of Washington, Seattle, WA, USA
Correspondence to: Daniel Perry, Department of Human Centered Design & Engineering, University of Washington, 428 Sieg Hall, Box 352315 Seattle, WA 98195.
E-mail: [email protected]
Search for more papers by this authorJohn Robinson
Human Centered Design and Engineering, University of Washington, Seattle, WA, USA
Search for more papers by this authorStephanie Cruz
Center for Workforce Development, University of Washington, Seattle, WA, USA
Search for more papers by this authorCecilia Aragon
Human Centered Design and Engineering, University of Washington, Seattle, WA, USA
Search for more papers by this authorJeanne Ting Chowning
Institute for Science and Math Education, University of Washington, Seattle, WA, USA
Search for more papers by this authorCorresponding Author
Daniel Perry
Human Centered Design and Engineering, University of Washington, Seattle, WA, USA
Correspondence to: Daniel Perry, Department of Human Centered Design & Engineering, University of Washington, 428 Sieg Hall, Box 352315 Seattle, WA 98195.
E-mail: [email protected]
Search for more papers by this authorJohn Robinson
Human Centered Design and Engineering, University of Washington, Seattle, WA, USA
Search for more papers by this authorStephanie Cruz
Center for Workforce Development, University of Washington, Seattle, WA, USA
Search for more papers by this authorCecilia Aragon
Human Centered Design and Engineering, University of Washington, Seattle, WA, USA
Search for more papers by this authorJeanne Ting Chowning
Institute for Science and Math Education, University of Washington, Seattle, WA, USA
Search for more papers by this authorSUMMARY
As a growing number of serious games have been developed for biology and computer science learning, few address the communication and technical challenges that arise in cyberinfrastructure (CI) intensive projects, where multiple-domain scientists collaborate. This paper describes empirical data collected during a year-long human-centered game design process, in which design ideas generated by high-school students were bridged with bioinformatics and parallel computing learning concepts. Our research shows that ‘fun’ and engaging game elements are actually well suited for addressing the sociotechnical aspects of CI projects. We provide a human-centered game design methodology, as well as a case study, in which this methodology is applied to the design of parallel computing-focused mini-games. This research has implications for integrating large-scale computing concepts such as shared resources and services into gaming experiences. It also has implications for supporting learning through enjoyable and fun experiences as part of a larger CI collaborative environment. Copyright © 2014 John Wiley & Sons, Ltd.
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