
NSF Org: |
TI Translational Impacts |
Recipient: |
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Initial Amendment Date: | June 15, 2014 |
Latest Amendment Date: | June 15, 2014 |
Award Number: | 1445413 |
Award Instrument: | Standard Grant |
Program Manager: |
Rathindra DasGupta
TI Translational Impacts TIP Directorate for Technology, Innovation, and Partnerships |
Start Date: | July 1, 2014 |
End Date: | June 30, 2015 (Estimated) |
Total Intended Award Amount: | $50,000.00 |
Total Awarded Amount to Date: | $50,000.00 |
Funds Obligated to Date: |
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History of Investigator: |
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Recipient Sponsored Research Office: |
695 PARK AVE NEW YORK NY US 10065-5024 (212)772-4020 |
Sponsor Congressional District: |
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Primary Place of Performance: |
695 Park Ave NY NY US 10065-5085 |
Primary Place of
Performance Congressional District: |
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Unique Entity Identifier (UEI): |
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Parent UEI: |
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NSF Program(s): | I-Corps |
Primary Program Source: |
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Program Reference Code(s): | |
Program Element Code(s): |
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Award Agency Code: | 4900 |
Fund Agency Code: | 4900 |
Assistance Listing Number(s): | 47.084 |
ABSTRACT
The aim of this project is to understand the chemical basis of the venom that very small marine snails use to paralyze much larger and faster prey. Like scorpions and snakes, marine cone snails produce poison that is fast-acting and lethal. This project entitled "Killer Snail: An Interactive Marine Biodiversity Learning Tool" will educate young children on the diversity of venomous sea organisms and the important role they play in marine ecosystems. "Killer Snail" is a two-part product: an eBook dramatic story told from a snail's point of view, and a mobile video game allowing players to experience and explore the life of marine snails. The project targets students grades 2 to 5 and will showcase the rich biodiversity of marine organisms. The story and game will also demonstrate concepts and values of sharing, altruism, diversity, planning and other life skills. Predator-prey interaction of marine snails and bioluminescent worms will illustrate an ecosystem not unlike childhood, a time when interactions with others, some of whom are dangerous, can be barriers to development.
There are relatively few eBooks or mobile games about marine organisms. The market is, thus, ready for marine biology learning tools that are informative, fun, and visually stimulating. Engaging stories can boost learning. Similar to Aesop's fables or Grimm's fairy tales, "Killer Snail: The eBook" will be allegorical, conveying important life lessons, such as dealing with predators and avoiding danger. "Killer Snail: The Game" will highlight planning a scientific expedition, from choosing a location, to how much air one needs in one's dive tank. Both story and game will be immersive, allowing readers and players to learn about different snail species (cultural diversity), snail hunting strategies (tool usage), and cost benefit scenarios (planning). "Killer Snail" will be a vicarious adventure, built on interactivity, based on compelling visual imagery and age/development-appropriate concepts?all designed to peak the interest of students. The project should find a large audience by appealing to the interests of students, educators, parents, and scientists in the media formats they most enjoy.
PROJECT OUTCOMES REPORT
Disclaimer
This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.
The major goal of this I-Corps project was to demonstrate proof in principle for a commercially viable science learning game to engage parents and students in marine biology. The specific aims were to investigate the interest, utility, and feasibility of applying the concept termed ‘gamification,’ which adopts the typical elements of playing a game such as scoring, competition, and rules of play, to scientific learning. Over the life of this award the target customer for marine learning games was identified, a canvas model business plan was developed, and a prototype for a marine learning game that achieves knowledge proficiency while having broad commercial appeal was created.
In collaboration with the American Museum of Natural History a deck building card game, “Killer Snails: Assassins of the Sea,” was produced. Killer Snails: Assassins of the Sea uses venom from predatory marine snails as a conduit to explore issues of biodiversity, ecology, and discovery. Predatory marine snails are found in tropical environments all around the world. They feed on fish, worms, or other marine mollusks using a venom arsenal that is similar to those of snakes and scorpions. The venom of these snails is made up of several peptide combinations. When playing the game participants learn about venomous marine snails, their predators, prey, and learn about the peptides these snails produce in their venom. The exciting venom content encourages players to think analytically about the world around them and the many opportunities and challenges present in scientific exploration.
The Killer Snails: Assassins of the Sea game is unique in the way it integrates specific biological research into a modern strategic card game. Easy to learn, scientifically accurate, and with enormous depth, Killer Snails: Assassins of the Sea appeals to the hardcore board gamer as well as the family looking for a fun game about snails on the hunt. How to engage STEM (Science, Technology, Engineering, and Mathematics) learners effectively is a societal issue that requires innovative solutions. The broader impact of this I-Corps award was to make a learning game to change the manner in which we educate society about science.
Last Modified: 10/22/2015
Modified by: Mande Holford