LEARNING
SYNTHETIC
BIOLOGY
IN
THE
SECOND
LIFE:
SYNTHETIC
BIOLOGY
INTERACTIVE
Mandy
Cheung,
Patrick
King,
Stefan
Marcus,
&
Katie
Ovens
iGEM
2009
Supervisors:
Sonja
Georgijevic,
M.Sc.
Instructor
iGEM
Facilitator
Faculty
of
Education
University
of
Calgary
1426
Education
Tower,
2500
University
Dr
NW
Calgary,
Alberta,
Canada
T2N
1N4
Email:
[email protected]
Christian
Jacob,
Ph.D.
Associate
Professor
Director
of
Bioinformatics,
Bachelor
of
Health
Sciences
Dept.
of
Computer
Science
and
Dept.
of
Biochemistry
&
Molecular
Biology
University
of
Calgary,
Calgary,
Alberta,
Canada
T2N
1N4
Email:
[email protected]
Written
By:
Mandy
Cheung
&
Stefan
Marcus
Email:
[email protected]
&
[email protected]
Mandy
Cheung
&
Stefan
Marcus
Synthetic
Biology
Interactive
What
is
Second
Life?
Second
Life
is
an
application
accessible
through
the
Internet
in
which
users
can
access
a
virtual
world.
They
can
then
create
an
online
representation
of
themselves,
called
avatars,
and
interact
with
many
other
learners
from
around
the
world.
Everything
in
Second
Life
is
user‐created,
meaning
that
the
possibilities
are
endless
in
what
can
be
thought
up
and
built
in‐world.
This
creativity
has
not
only
been
funneled
into
the
entertainment
aspect
but
also
the
educational
aspect
of
Second
Life.
Islands
exist
which
are
science
related
and
aimed
at
teaching
learners
or
showcasing
advances
in
multiple
fields.
Many
universities
have
established
virtual
campuses
within
Second
Life
to
teach
a
variety
of
subjects
(e.g.
The
Harvard
Law
School
holds
classes
such
as
“Law
in
the
Court
of
Public
Opinion”
in
a
virtual
Austin
Hall:
http://slurl.com/secondlife/Berkman/69/54/24).
In
particular,
the
use
of
Second
Life
to
teach
scientific
subjects
has
increased,
as
the
creating
tools
allow
for
the
visualization
of
things
that
cannot
be
seen
with
the
naked
eye.
A
notable
one
is
Genome
Island
(http://slurl.com/secondlife/Genome/130/130/48),
built
by
Mary
Anne
Clark
(also
known
as
Max
Chatnoir),
which
allows
visitors
to
see
a
number
of
famous
biology
experiments
in
action
and
to
learn
a
bit
about
basic
Mendelian
Genetics.
It
is
important
to
note
the
two
facets
of
creating
objects
in
Second
Life,
scripting
and
building,
because
they
are
essential
in
understanding
this
virtual
world.
Objects
can
be
made
fairly
easily
in
a
spot
that
allows
it
by
clicking
on
the
desired
shape
in
the
build
menu
(this
process
is
known
as
rezzing).
Rezzing
multiple
objects
and
linking
them
together
is
the
simplest
and
usually
most
effective
way
to
replicate
anything
that
exists
in
real
life.
Adding
a
texture
adds
another
dimension
to
the
realism.
Afterwards,
a
script
can
be
added
to
make
an
object
dynamic.
Scripts
serve
a
variety
of
functions
such
as
making
something
move,
change
colour,
and
interact
with
other
objects.
Combined
and
used
skillfully,
these
two
seemingly
simple
components
can
make
your
Second
Life
world
come
alive,
and
our
team
has
worked
tirelessly
to
perfect
our
magic
touch.
iGEM
and
Synthetic
Biology
Interactive
iGEM
(International
Genetically
Engineered
Machines)
is
a
competition
founded
in
2004
that
gives
undergraduate
a
chance
to
work
in
a
team
in
order
to
design
a
biological
system.
This
is
done
using
Biobrick
parts,
which
are
DNA
components
flanked
by
Biobrick
sites
that
can
be
incorporated
into
bacteria
such
as
E.
coli.
These
are
restriction
enzyme
sites
that
allow
for
the
easy
construction
of
genetic
circuits.
Through
this
method
many
projects
have
been
done
in
previous
years
including
bacteria
that
smell
like
banana
or
peppermint,
buoyant
bacteria,
and
an
arsenic
biosensor
(Lizarazo,
2009).
This
year,
the
University
of
Calgary
iGEM
team
has
decided
to
work
on
an
AI‐2
signalling
system
that
bacteria
can
use
to
combat
the
formation
of
biofilm
using
quorum
sensing.
In
addition,
four
members
of
the
team
worked
in
Second
Life
to
create
an
interactive
learning
environment
for
synthetic
biology,
laboratory
methods,
Biobrick
parts
and
the
Registry
of
Standard
Biological
Parts.
Like
any
novel
discipline,
synthetic
biology
requires
some
base
knowledge
about
the
subject.
Unfortunately
since
it
is
a
relatively
new
field,
limited
resources
exist
on
the
subject.
This
is
one
of
the
most
important
reasons
why
part
of
the
University
of
Calgary
iGEM
team
created
an
island
in
Second
Life,
Synthetic
Biology
Interactive
(SBI).
We
University
of
Calgary
iGEM
2009
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2
Mandy
Cheung
&
Stefan
Marcus
Synthetic
Biology
Interactive
believe
that
by
making
this
learning
tool
available,
more
learners
would
become
interested
and
be
willing
to
become
versed
in
this
new
field,
thus
encouraging
the
development
of
the
synthetic
biology
all
over
the
world.
Our
island
was
designed
to
be
all‐inclusive,
so
learners
would
not
need
to
use
many
outside
resources
or
leave
to
another
location
in
order
to
learn
or
understand
the
concepts
shown
on
the
island.
The
three
areas
of
SBI
are
Synthetic
Kingdom,
The
Biobrick
Simulator
and
Virtual
Labs.
Each
section
is
designed
to
explore
the
various
facets
of
synthetic
biology
from
the
applications
of
synthetic
biology
to
Biobricks
to
laboratory
techniques.
SYNTHETIC
KINGDOM
The
Synthetic
Kingdom
is
the
first
area
that
users
will
encounter.
As
an
introduction
to
the
entire
island,
we
wanted
to
show
users
the
potential
applications
of
synthetic
biology.
Using
these
applications,
a
general
idea
of
what
synthetic
biology
is
can
be
formed.
As
well,
this
section
allows
for
the
learning
and
practice
of
key
control
skills
that
are
used
in
the
other
two
sections
of
Synthetic
Biology
Interactive.
Development
of
the
Synthetic
Kingdom
To
begin
the
development
of
the
Synthetic
Kingdom,
we
built
many
different
types
of
bacteria
based
on
the
morphology
of
bacterial
genera
such
as
Sarcina
(spherical
groups
of
4
to
8)
and
Bacillus
(rodshaped)
to
populate
this
area
(Salton
&
Kim,
1996).
These
bacteria
were
scripted
to
float
around,
making
the
Kingdom
a
dynamic
environment.
In
addition,
a
list
of
potential
and
actual
applications
of
synthetic
biology
was
generated.
These
ideas
included
the
use
of
bacteria
for
bioremediation
and
production
of
bacteriocins.
Bacteria
were
made
to
demonstrate
these
applications
through
simple
user
interaction.
For
example,
clicking
on
one
of
the
bacteria
would
cause
it
to
create
vitamins
(represented
by
colourful
shapes).
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of
Calgary
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2009
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3
Mandy
Cheung
&
Stefan
Marcus
Synthetic
Biology
Interactive
Figure
1.
The
clickable
bacteria
producing
red,
yellow,
and
blue
vitamins
While
the
moving
bacteria
made
the
Kingdom
more
interesting
to
look
at,
we
also
recognized
that
without
organization,
learners
might
become
lost.
Also,
without
clear
information
about
what
each
bacterium
did
and
without
more
structure
in
the
environment,
we
could
not
ensure
that
learners
would
learn
about
the
applications
we
were
showcasing.
In
this
case,
the
bacteria
would
be
just
for
show
and
not
useful
in
demonstrating
the
uses
of
synthetic
biology.
In
order
to
highlight
specific
applications
of
bacteria
to
make
it
easier
for
users
to
discover,
the
Synthetic
Kingdom
was
organized
into
six
separate
stations,
with
a
pathway
that
would
guide
the
user
through
each
respective
station
from
an
entrance
to
the
exit.
Each
station
shows
the
user
a
potential
or
actual
application
of
synthetic
biology,
and
a
general
description
of
this
application’s
importance.
To
increase
the
interaction
of
participants
in
the
Synthetic
Kingdom
beyond
reading
about
and
looking
at
the
showcase
applications,
activities
were
designed
for
each
station.
These
activities
give
a
visual
demonstration
of
applications
while
allowing
users
to
directly
control
the
outcome.
For
example,
the
station
that
showcases
bioremediation
allows
the
user
to
pick
up
bacteria
that
can
clean
up
the
waste
from
an
oil
spill.
By
controlling
the
bacteria
to
‘eat
up’
the
waste,
the
user
creates
an
‘enactment’
of
how
bioremediation
functions.
In
addition
to
utilizing
hands‐on
activities
to
teach
users
about
synthetic
biology,
multiple
stations
also
require
advanced
Second
Life
controls
which
are
required
in
the
Biobrick
Simulator
and
Virtual
Lab
parts
of
the
Island.
For
example,
the
ability
to
move
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of
Calgary
iGEM
2009
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4
Mandy
Cheung
&
Stefan
Marcus
Synthetic
Biology
Interactive
an
object
from
an
avatar’s
inventory
to
an
object’s
is
used
to
show
the
isolation
of
a
coding
sequence
and
its
insertion
into
another
organism.
This
procedure
is
also
required
to
operate
the
lab
equipment
in
the
Virtual
Labs.
To
guide
users
around
these
various
interactive
stations,
markers
were
set
up
at
each
station
so
that
the
ground
lights
up,
letting
users
know
they
have
reached
a
new
station.
Signs
point
users
along
a
pathway
towards
the
next
station.
Figure
2.
A
red
arrow
sign
points
the
user
along
the
path
from
their
current
station
(marked
by
the
glowing
platform).
The
station
also
has
a
Squid
Buddy
who
provides
activity
instructions.
As
well,
each
station
has
a
‘Squid
Buddy’,
who
provides
notecards
with
descriptions
of
the
showcased
application
and
gives
helpful
instructions
for
the
activities.
These
squid
buddies
are
crucial
in
giving
the
users
direction,
and
are
also
a
nod
to
our
iGEM
team’s
current
project.
They
are
modeled
after
Hawaiian
Bobtail
Squid
that
have
a
symbiotic
with
Vibrio
Fischeri,
that
use
quorum
sensing
to
light
up
the
squid’s
underbelly
in
order
to
camouflage
its
shadow
from
predators.
In
return
the
bacteria
feed
on
sugars
and
amino
acids
solutions
made
by
the
squid
(Young
&
Roper,
1976).
The
structure
of
the
Synthetic
Kingdom
allows
for
intuitive
navigation
throughout
the
area,
exploring
the
current
and
potential
applications
of
Synthetic
Kingdom
to
form
an
illustration
of
the
field
of
synthetic
biology.
While
the
users
explore
the
many
activities
to
learn
about
these
applications
and
to
practice
controls
in
Second
Life,
other
colourful
models
of
bacteria
float
and
move
above
them
in
this
underwater
space,
keeping
the
environment
dynamic
and
interesting.
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2009
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Mandy
Cheung
&
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Marcus
Synthetic
Biology
Interactive
BIOBRICK
SIMULATOR
After
an
introduction
to
what
the
field
of
synthetic
biology
can
do,
learners
can
move
on
to
the
next
region:
The
Biobrick
Simulator.
Here,
learners
explore
how
genetic
circuits
are
constructed
using
Biobricks.
Figure
3.
The
Biobrick
Simulator
Helix,
with
some
assembled
DNA
genetic
circuits
on
one
of
the
levels.
This
second
section
of
SBI
is
also
the
most
hands‐on.
The
Biobrick
Simulator
takes
molecules
in
the
cell
like
DNA
and
proteins,
represents
them
in
Second
Life
as
objects
and
then
simulates
some
of
their
behaviour.
In
particular,
the
process
of
gene
expression
through
production
of
protein
coded
from
DNA.
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of
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2009
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6
Mandy
Cheung
&
Stefan
Marcus
Synthetic
Biology
Interactive
Figure
4.
The
RNA
polymerase
can
bind
to
the
DNA
(shown
by
a
series
of
connecting
cylinders),
and
proteins
can
be
produced,
which
are
shown
as
geometric
shapes.
Some
proteins
can
interact
with
the
DNA
by
binding
(such
as
the
orange
halfsphere
that
represents
CII
Lambda)
It
allows
users
(such
as
future
iGEM
learners)
to
build
their
own
Biobrick
circuits
through
a
helpful
level
based
system
in
order
to
teach
learners
how
genetic
circuits
work
before
they
explore
circuit
construction
in
real
life.
Apart
from
the
design
of
their
own
circuits,
learners
can
explore
different
circuit
types
that
are
used
by
many
teams.
One
such
circuit
is
one
controlled
by
an
activator.
In
this
system,
an
activating
protein
must
first
be
made
so
that
it
can
bind
to
the
promoter,
allowing
for
the
expression
of
the
gene
behind
it.
Without
the
production
of
the
activating
protein,
the
RNA
polymerase
will
not
bind.
Circuits
that
depend
on
other
molecules
in
this
way
can
be
utilized
in
systems
such
as
those
involving
sensors.
It
can
be
also
fully
self‐directed,
letting
learners
choose
what
pieces
to
rez
through
a
Head‐Up
Display
(HUD).
Development
of
the
Biobrick
Simulator
In
the
beginning
plans
were
made
for
an
interactive
learning
tool
that
could
help
teach
new
learners
about
Biobrick
parts.
First,
research
was
conducted
on
the
ability
of
the
Second
Life
engine
to
handle
the
complexity
of
what
we
were
trying
to
achieve.
Once
it
was
deemed
plausible,
we
moved
forth
in
choosing
how
the
parts
are
going
to
be
put
together.
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Mandy
Cheung
&
Stefan
Marcus
Synthetic
Biology
Interactive
Parts
have
names
floating
overhead,
and
are
represented
by
coloured
shapes
such
as
spheres
and
cylinders.
These
shapes
allow
for
clear
recognition
of
each
part,
as
the
colours
used
match
those
in
the
Parts
Registry.
For
example,
terminator
sequences
are
always
red,
and
promoter
sequences
are
always
green.
By
matching
these
colouring
conventions,
learners
are
reminded
that
each
part
can
actually
be
found
in
the
Registry.
In
addition,
other
colouring
conventions
were
added
for
organizational
purposes:
custom
parts
made
by
users
are
coloured
navy
blue,
and
fluorescent
proteins
appear
to
glow.
As
well,
the
design
of
each
coding
region
part
matches
its
protein.
This
organization
is
helpful
for
the
learner
to
keep
track
of
their
parts,
especially
when
dealing
with
complicated
systems
that
involve
several
parts.
Figure
5.
Each
part
has
a
label
that
is
easily
seen.
Terminators
are
red,
and
both
promoters
and
RNA
polymerase
are
green.
The
CII
Lambda
coding
sequence
is
coloured
orange
just
like
its
protein;
and
the
CFP
is
a
glowing
cyan
colour.
We
wanted
a
freedom
of
choice
type
of
system
but
realized
that
learners
will
retain
information
better
and
have
more
incentive
if
it
is
level
based;
a
concept
more
appealing
than
chapters
in
textbooks
used
in
traditional
teaching
methods.
Each
level
is
a
self‐contained
set
of
parts,
with
the
goal
of
introducing
one
or
two
features
of
the
Biobrick
Simulator
and
molecular
biology.
The
levels
themselves
progress
in
difficulty
starting
with
the
most
basic
of
circuits
and
gradually
including
concepts
like
external
repressors,
or
gates,
negative
autoregulation
and
bi‐stable
toggle
switches.
As
learners
proceed
through
the
multiple
levels;
the
complexity
of
systems
and
number
of
parts
involved
increases.
In
level
1,
translation
is
started
by
simply
moving
the
RNA
polymerase
towards
the
promoter
and
bumping
into
it.
Later
levels
are
similar
in
this
way
but
will
require
many
extra
steps
before
getting
to
this
point.
As
mentioned
before,
circuits
that
require
activation
would
need
the
binding
of
an
activator
protein
in
order
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2009
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Mandy
Cheung
&
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Marcus
Synthetic
Biology
Interactive
for
RNA
polymerase
to
bind.
This
activator
may
also
need
to
be
produced
using
a
genetic
circuit.
As
another
example,
other
systems
may
require
the
removal
of
a
repressor
protein.
The
RNA
polymerase
glides
along
the
circuit
and
the
gene
is
expressed
as
a
floating
green
pyramid
that
appears
(in
this
case
it
represents
Green
Fluorescent
Protein).
Figure
6.
After
the
RNA
polymerase
binds
to
the
promoter,
it
runs
along
the
circuit
and
GFP
is
produced
Through
the
visualization
of
protein
production,
learners
can
see
the
outcome
(or
product)
of
the
circuit
they
have
built.
This
interactivity
and
the
visual
aspect
helps
learners
understand
the
concepts
better
and
get
a
feel
for
what
is
happening
at
the
molecular
level.
Of
course,
without
knowing
some
basics
about
DNA
interactions,
the
Biobrick
Simulator
seems
abstract‐
in
this
simulator,
the
movement
of
RNA
polymerase
leads
to
the
production
of
protein,
and
not
mRNA
as
one
would
expect.
The
mRNA
production
step
was
omitted
in
order
to
give
direct
production
of
a
final
product‐
for
clarity.
While
mRNA
modification
is
something
we
are
considering
showing
in
the
future,
it
would
add
an
additional
level
of
complexity
to
the
actions
learners
would
have
to
perform
to
produce
their
protein
product.
The
‘outcome’
(gene
expression
achieved)
through
each
circuit
is
shown
through
direct
production
of
protein,
but
we
also
want
to
ensure
that
the
genetic
dogma
is
clear
to
the
learner.
In
order
to
help
flesh
out
learners’
understanding
of
how
genetic
expression
works,
we
also
made
an
area
at
the
bottom
of
the
helix
that
houses
the
level
platforms.
There,
we
are
building
interactive
demonstrations
of
important
processes:
The
transcription
of
DNA
to
RNA
and
then
translation
into
proteins.
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of
Calgary
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2009
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9
Mandy
Cheung
&
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Marcus
Synthetic
Biology
Interactive
Figure
7.
This
display
demonstrates
DNA
replication.
Components
such
as
the
RNA
polymerase
(shown
as
a
complex
yellow
and
blue
shape)
and
Rho
protein
(yellow
cone)
can
be
clicked
to
observe
what
they
do.
A
Biobrick
Creator
Heads
Up
Display
(HUD)
was
created
to
keep
parts
and
levels
organized,
while
also
providing
important
instructions
in
the
assembly
of
genetic
circuits
and
explanations
regarding
the
systems
explored
in
each
level.
The
HUD
is
in
the
form
of
a
controller
that
remains
in
the
upper
corner
of
the
learners
screen
when
manually
attached.
There
are
buttons
allowing
for
the
selection
of
levels,
a
help
button
that
provides
notecards
with
instructions,
and
buttons
that
open
‘categories’
of
parts,
which
can
then
be
rezzed.
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of
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iGEM
2009
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10
Mandy
Cheung
&
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Marcus
Synthetic
Biology
Interactive
Figure
8.
The
HUD
in
the
corner
provides
level
and
part
selection,
along
with
instructions
and
explanations
This
HUD
was
necessary
to
give
learners
full
control
over
which
parts
they
want
to
rez
should
they
so
choose.
Still,
a
level
selector
exists,
allowing
learners
to
have
the
choice
of
trying
the
variety
of
levels
in
any
order
they
wish,
with
the
parts
necessary
being
automatically
created
when
the
level
is
selected.
In
addition
to
the
levels,
learners
can
also
choose
from
a
large
number
of
available
parts
to
build
their
own
genetic
circuits.
As
well,
custom
parts
with
distinct
functions
can
be
produced
using
the
HUD.
Using
both
these
tools,
learners
can
take
what
they’ve
learned
about
different
systems
and
apply
them
in
the
design
of
their
own
circuits.
Thus,
both
freedom
of
exploration
and
structured
learning
are
offered
in
this
section.
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of
Calgary
iGEM
2009
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11
Mandy
Cheung
&
Stefan
Marcus
Synthetic
Biology
Interactive
VIRTUAL
LABS
The
Virtual
Labs
are
currently
the
last
stop
in
the
exploration
of
our
island.
There
are
two
identical
labs
that
can
facilitate
multiple
avatars.
These
labs
were
built
to
mirror
the
techniques
we
are
using
for
constructing
biological
circuits
and
transforming
them
into
bacteria
in
the
wetlab
portion
of
our
iGEM
project
as
well
as
reinforcing
concepts
and
general
techniques
learned
in
molecular
biology.
Laboratory
equipment
and
procedures
are
interactive
and
user
friendly,
providing
an
accurate
and
realistic
virtual
lab
experience
without
using
expensive
reagents.
Development
of
the
Virtual
Labs
While
it
is
the
final
region,
we
developed
ideas
for
the
Virtual
Labs
early
on
in
the
development
of
SBI,
as
lab
work
was
chosen
as
an
integral
part
of
our
learning
environment.
One
of
our
fundamental
goals
was
to
teach
laboratory
techniques
to
learners
before
they
started
actually
working
in
the
lab
during
iGEM.
Before
actually
using
reagents
and
equipment,
learners
can
figure
out
the
basics
of
laboratory
techniques,
and
why/how
each
technique
is
performed.
.
As
soon
as
we
could
build
well
enough,
the
objects
in
the
lab
were
built
to
be
as
close
to
their
real
life
counterparts
in
our
lab
as
possible.
The
scripting
did
not
come
until
later
because
it
was
harder
to
learn
and
script
proficiently.
What
we
wanted
to
do
is
have
all
of
the
procedures
in
the
virtual
lab
be
as
close
to
the
real
thing
as
possible
because
the
Virtual
Labs
would
be
useless
if
learners
used
equipment
in
the
real
lab
and
it
behaved
differently
than
they
expected.
While
the
actual
pipetting,
transferring
bacteria,
making
gels,
and
handling
general
materials
in
the
lab
is
difficult
to
recreate
due
to
the
limitations
of
Second
Life,
the
procedures
could
be
scripted
and
thus
the
Virtual
Labs
started
taking
shape.
Situated
around
different
lab
benches
and
equipment,
we
have
created
introductions
and
activities
for
the
following
lab
techniques:
bacterial
transformation,
DNA
sequencing,
polymerase
chain
reaction,
gel
electrophoresis,
DNA
extraction,
restriction
digest
of
DNA,
&
biobrick
construction
of
genetic
circuits.
Most
of
these
activities
involve
the
collection
of
reagents
and
components
from
around
the
lab,
and
then
placing
these
in
equipment
(by
dropping
the
objects
in
equipment
inventory).
When
learners
first
come
into
the
lab
we
assume
that
they
have
no
prior
knowledge
of
any
techniques
used
in
biology.
This
is
why
we
supplied
notecards
with
information
about
what
the
technique
is,
how
it
works,
and
the
procedure
that
goes
along
with
using
it.
The
notecards
contain
information
regarding
experimental
conditions
(when
pertinent)
and
reagents
used,
along
with
an
explanation
of
why
these
components
are
important.
Using
the
information
given
in
the
notecards,
learners
can
then
perform
different
activities
for
each
lab
technique.
For
example,
the
processes
of
preparing
plates
in
bacterial
transformation
could
not
be
animated,
thus
the
bacteria
are
shown
to
be
spread
on
the
plates
automatically.
While
the
avatar
of
the
learner
is
not
animated,
the
learner
can
still
see
each
step
in
the
process
of
transforming
plasmids
in
to
bacteria,
and
the
verification
of
a
successful
transformation.
The
learner
still
controls
the
steps
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2009
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12
Mandy
Cheung
&
Stefan
Marcus
Synthetic
Biology
Interactive
taken,
as
a
quiz
question
must
be
answered
correctly
in
order
to
proceed.
The
answers
to
the
quiz
can
be
found
in
the
information
given
from
the
notecard.
Figure
9.
The
bacterial
transformation
station
has
easily
accessible
instructions.
As
users
correctly
answer
questions
about
this
technique,
the
test
tubes
shown
in
the
yellow
holder
will
visibly
fill
with
solution.
In
another
example,
the
notecard
detailing
the
process
of
polymerase
chain
reaction
(PCR)
gives
a
list
of
the
components
used
in
the
PCR
reaction
mixture,
and
the
reasoning
behind
why
each
component
is
needed.
By
following
this
list,
learners
can
collect
the
reagents
required
to
produce
the
reaction
mixture
from
around
the
lab.
University
of
Calgary
iGEM
2009
[email protected]
13
Mandy
Cheung
&
Stefan
Marcus
Synthetic
Biology
Interactive
Figure
10.
The
PCR
technique
is
explained
in
the
notecard
set
up
next
to
the
PCR
Thermocycler
equipment.
We
also
wanted
to
give
the
lab
some
structure
rather
than
have
learners
jump
from
one
station
to
another
with
no
real
understanding
of
the
big
picture.
We
solved
this
problem
by
constructing
a
narrative;
making
each
user
a
secret
agent
on
a
mission
will
make
learning
fun
and
having
prizes
at
the
end
will
give
incentive
for
learners
to
finish
the
missions.
The
robots
at
the
entrance
of
each
Virtual
Lab
give
each
new
agent
assignments
that
are
to
be
accomplished.
The
three
missions
are
increasing
in
difficulty
and
can
be
done
in
any
order,
helping
beginners
train
and
letting
more
experienced
learners
practice
or
refresh
their
memory.
By
stringing
all
the
laboratory
techniques
together
through
missions
we
can
help
users
simulate
the
thought
process
in
designing
experiments
and
make
them
think
about
what
sort
of
outcomes
to
expect
when
performing
certain
lab
techniques.
THE
FUTURE
Synthetic
Biology
Interactive
is
an
ongoing
project
and
was
built
for
expansion.
The
visual
aspects
of
the
SBI
Island
can
be
changed
to
accommodate
such
changes.
For
example,
the
Synthetic
Kingdom
can
be
expanded
to
accommodate
more
stations
because
the
laboratories
and
the
Biobrick
Simulator
are
floating
in
the
air,
leaving
room
on
the
actual
island
to
be
incorporated
into
the
kingdom’s
underwater
realm.
These
new
stations
would
showcase
additional
interesting
applications
of
synthetic
biology.
The
Biobrick
Simulator
has
an
expandable
script
so
new
parts
can
be
added
at
any
time,
extending
the
possibilities
of
what
can
be
done
with
the
Biobricker
in
creating
new
exciting
circuits.
As
well,
the
helix
can
be
expanded
with
additional
levels
to
showcase
University
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2009
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14
Mandy
Cheung
&
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Marcus
Synthetic
Biology
Interactive
other
systems
that
can
be
used.
This
could
allow
for
learners
to
submit
their
own
genetic
circuit
designs
to
be
included
as
a
level.
In
the
Virtual
Labs
equipment
can
be
improved
by
making
results
even
more
realistic.
Currently,
any
mistakes
in
adding
the
wrong
reagent,
etc.
are
immediately
communicated
to
the
learner
through
chat
functions.
Unless
mistakes
are
corrected,
experimental
procedures
will
not
be
allowed
to
continue.
By
allowing
the
procedure
to
continue
and
not
indicating
any
mistakes
until
the
end,
actual
lab
work
can
be
better
simulated.
For
example,
instead
of
stopping
a
restriction
digest
procedure
because
the
wrong
enzyme
was
used,
the
learner
could
be
allowed
to
continue
with
the
experiment
until
they
performed
gel
electrophoresis.
A
gel
with
bands
of
unexpected
sizes
would
be
delivered,
thus
indicating
a
mistake
somewhere
during
the
experimental
process.
By
revealing
errors
through
unexpected
experimental
results,
the
learner
would
be
prompted
to
troubleshoot
what
went
wrong
and
at
what
step,
which
is
an
important
laboratory
skill.
Beyond
the
three
major
areas,
we
have
a
whole
island
on
which
to
expand
on
for
additional
components
that
would
be
useful
in
teaching
about
synthetic
biology.
There
are
plans
for
constructing
an
amphitheatre
that
can
house
a
number
of
Second
Life
residents
to
be
used
for
science
talks
and
conferences.
By
providing
this
area,
our
team
can
promote
discussion
about
ethics
and
education
in
synthetic
biology
by
running
such
events.
Our
island
also
has
a
meeting
spot
that
can
be
used
for
iGEM
teams
to
meat
one
another
online,
or
for
students
to
meet
in
a
group
and
discuss
what
they
have
learned.
As
Second
Life
is
an
easily
accessible
virtual
world,
such
areas
provide
facilities
for
individuals
from
all
over
to
meet
and
discuss,
which
would
otherwise
be
a
difficult
task.
Before
expansion
can
begin,
we
want
to
ensure
that
the
areas
and
activities
we
have
already
built
are
operating
effectively.
To
do
so,
internal
testers
will
be
trying
out
the
different
regions
of
the
island,
and
leaving
feedback
notes
for
us.
This
will
allow
us
to
improve
the
clarity
and
ease
of
operation
of
the
various
components
of
SBI.
After
this,
a
grand
opening
will
be
held
to
open
our
island
to
the
public.
We
will
be
inviting
other
educators
in
Second
Life
to
come
explore
and
comment
on
the
value
of
SBI,
providing
us
with
further
feedback.
We
hope
that
in
the
future,
iGEM
teams’
students
can
learn
about
synthetic
biology,
genetic
circuits,
and
lab
techniques
using
SBI
instead
of
the
regular
classroom
learning
methods..
University
of
Calgary
iGEM
2009
[email protected]
15
Mandy
Cheung
&
Stefan
Marcus
Synthetic
Biology
Interactive
References
Everts,
S.
(2007,
June
25).
Second
Life
Science:
Taking
a
scientific
field
trip
to
a
digital
world.
Chemical
&
Engineering
News:
Science/Technology.
85(26):
49.
Retrieved
from
http://pubs.acs.org/cen/science/85/8526sci3.html
Lizarazo,
M.
(2009,
January
14).
About
the
International
Genetically
Engineered
Machine
competition.
Retrieved
from
http://2009.igem.org/About
Orland,
K.
(2006,
September
12).
Harvard
class
invades
Second
Life.
Retrieved
from
http://www.joystiq.com/2006/09/12/harvard‐class‐invades‐second‐life/
Salton,
M.R.J.,
&
Kim,
K.S.
(1996).
Structure.
In:
Baron’s
Medical
Microbiology
(Baron
S
et
al.,
eds.)
(4th
ed.)
University
of
Texas
Medical
Branch.
Young,
R.E.,
&
Roper,
C.F.
(1976).
Bioluminescent
countershading
in
midwater
animals:
evidence
from
living
squid.
Science.
191(4231):1046‐8.
University
of
Calgary
iGEM
2009
[email protected]
16