Here are some games and interactive media resources done through Stanford’s academic network:
Wuzzit Trouble (Keith Devlin): Where other educational games use the gameplay as a mask to hide the learning, Wuzzit Trouble’s gameplay is the learning. The game introduces the idea of mathematical experimentation and encourages the idea of refining and improving your strategies for playing, all in the name of releasing the cute and fuzzy Wuzzits. Why we love it: Original gear-based mechanic; appealing characters; improves multiple skills – suitable for a variety of ages.
EteRNA (Rhiju Das): Our videogame project EteRNA seeks missing rules and novel molecules for medicine by giving citizen scientists access to high-throughput wet-lab experiments. Your efforts will help reveal new principles for designing RNA-based switches and nanomachines -- new systems for seeking and eventually controlling living cells and disease-causing viruses. By interacting with thousands of players and learning from real experimental feedback, you will be pioneering a completely new way to do science.
Biotic Video Games (Ingmar Riedel-Kruse): We develop practical devices that enable versatile interactions between a macroscopic human and microscopic cells. Instantiations of such devices are cloud experimentation labs and biotic games. We employ these devices to help solving significant social and scientific challenges such as enabling cloud experimentation for other researchers, online education with true lab components, learning analytics, and informal science education via games.
Septris: Septic states have become far too common; with unacceptable high mortality rates and lengthy hospitalizations, it is one of the most costly conditions to treat. This activity provides a practical approach to early sepsis identification and application of evidence-based management (best practice) and evidence-based guidelines. Interactive case scenarios will be used to put these principles into practice. Designed for hospital-based medical and surgical, intensive care and emergency department physicians and nurses.
SICKO (Dana Lin & Colleagues): This course fills the gap between didactic learning and clinical application in developing an interactive course that offers an opportunity to learn and apply surgical decision making skills for practicing surgeons in treating acute and sub-acute surgical conditions and complications. This activity offers an engaging and immersive way to learn how to diagnose and treat surgical patients through realistic case simulations.