During the COVID-19 pandemic we developed an activity
that encourages
engagement with scientific reading and helps students to improve their
reading skills as a complement to the glycobiology section of an undergraduate
course of biological chemistry. Using Genially, an
online platform for gamification and self-taught learning, we designed
the activity named “Discovering a glycoprotein: The
case of the H,K-ATPase” based on the characterization
of the β-subunit of the gastric H,K-ATPase, a glycoprotein discovered
in the 1960s. While testing users’ knowledge in glycobiology,
the game invites them to follow the research steps throughout four
missions, where the experimental details and their results are presented.
After solving the missions, participants were invited to answer a
questionnaire through Google forms. Our results showed
that the game is useful for students as it introduces an innovative
way of analyzing a scientific article different from the conventional
activities that students typically face without teacher assistance
and in many cases do not complete. We expect that our pilot-study
will be an additional boost for the implementation of gamification
in the science classroom, and in turn, serve as an example of the
importance of gamification in future teacher training as an assisting
tool to traditional education methods.