Card of the learning path

 
General topic of the learning path
 
Biotechnology and Genetics – Understanding and applying modern tools for gene editing.
Specific name of the learning unit
 
Genetic Grafting with CRISPR-Cas9: Correcting DNA through Molecular Scissors
Age of the target users

14-18 target

Requirements for the learner
  • Basic knowledge of biology (DNA, cells, and genes).
  • Interest in science, technology, and future innovations.
  • Willingness to use digital tools such as Augmented Reality (AR).
  • Ability to work individually and in groups.
Description of the learning unit This unit introduces students to CRISPR-Cas9, a breakthrough gene-editing tool often described as molecular scissors. Students first explore the basics of DNA and genetic mutations (Explore), then experience the editing process through a virtual AR laboratory where they correct a faulty gene (Execute), and finally reflect on applications, ethical implications, and the future of genetic engineering, enhanced by gamified AR assessments (Enhance).
Subject: Parties involved
  • Subjects: Biology, Biotechnology, Ethics, and ICT/Digital Literacy.
  • Parties involved: Teachers (facilitators), students (active learners and problem-solvers), possible external experts (biotechnologists, ethicists
Keywords CRISPR-Cas9, Gene Editing, DNA, Mutation, Molecular Scissors, Biotechnology, Augmented Reality, Ethics.
Key qualifications, skills and knowledge that can be acquired
  • Knowledge: Structure of DNA, gene mutations, principles of CRISPR-Cas9, applications in health and agriculture, ethical debates.
  • Skills: Critical thinking, teamwork, experimental design (virtual), digital literacy, AR tool use, scientific communication.
  • Competences: Understanding biotechnology’s impact, applying scientific reasoning to real-world problems, reflecting on ethical consequences of genetic editing.
Resources and didactic aids used
  • AR application simulating a virtual CRISPR laboratory.
  • Digital lab journals for recording reflections and data.
  • Visual aids (videos, diagrams of DNA and CRISPR mechanisms).
  • Case studies (e.g., CRISPR in sickle-cell anemia research).
  • Gamification tools (points, badges, leaderboards).
Assessment criteria and evaluation Knowledge: Understanding of DNA, gene mutations, and CRISPR processes.
Practical skills: Ability to complete AR gene-editing missions, accuracy in DNA “repair.”
Engagement: Participation in group tasks, AR activities, and discussions.
Creativity: Original solutions in AR quests, ability to connect science to ethical debates.
Reflection: Critical analysis of CRISPR’s benefits and risks.