“…It has been long established that the engagement and learning capacity of games should be models for good instructional design (Dickey, 2005;Gee, 2005;Squire, 2013); we expect that our findings and approach have relevance beyond the realm of serious computer gaming, and could be applied to the design and evaluation of any digital interactive tool. While our interventions were designed to address problems in molecular biology at the undergraduate level, misconceptions are very common in all areas of science-from chemistry, to physics, math, evolution, and climate change-and at all age levels (Odom, 1995;Paz-Y-Miño-C & Espinosa, 2012;Robic, 2010;Rocklöv, 2016;Sanger & Iowa, 2000). The design strategies recommended to facilitate productive negativity might apply to interventions in other domains where misconceptions abound.…”