Team:HKUST-Hong Kong/human4.html

From 2011.igem.org

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<center><img src=https://static.igem.org/mediawiki/2011/d/dd/Ust_human9.jpg width=390 height=544>
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<center>
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</center><br>  
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<img src=https://static.igem.org/mediawiki/2011/7/75/Ust_human10.jpg width=500 height=400><br>
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<p>
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Map</center>
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Front of card</p><br>
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<center><img src=https://static.igem.org/mediawiki/2011/7/75/Ust_human10.jpg width=524 height=510>
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<p>
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<img src=https://static.igem.org/mediawiki/2011/a/a6/Ust_human11.jpg>
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<b>Game Rules</b><hr></p><p>
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</center><br><br><br>
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<u>Dice Types</u><br>
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There are three dices types in the game, a “move” dice for steps; a “card” dice for drawing cards; an “activation” dice for activating promoter.<br><br>
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<p><b>Lab Tour</b></p>      
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<ul><li>
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“Card” dices have three colors: green for promoter, blue for gene, and yellow for function.
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</li><li>
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“Activation” dices have faces representing the respective activated promoter. They include T7, pLac, pBad and one blank face (no activation).</li></ul><br>
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</p>
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In order to help the secondary school students understand synthetic biology in more detail, we held a lab tour for them to visit HKUST MBMS (Molecular Biomedical Science) Lab where our iGEM Team works for the iGEM project. With the help of our program assistant, Dr. Jessica Ce Mun Tang, these students learn of what can be done in a synthetic biology lab for research purpose. For example, they learn how to use pipetman and how to run gel to check the DNA digestion products. Students all show a great interest in doing synthetic biology research lab after visiting the lab.  
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<U>Playing the Game</U><BR>
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Each turn is divided into 6 steps:<BR>
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1) <i>Roll the dice:</i> The player rolls three dices: “move” dice, “card” dice, and “activation” dice.<BR>
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2) <i>Activate the promoter:</i> Determined by the “activation” dice, activate all corresponding promoters on the table for each player. Calculate the new score.<BR>
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3) <i>Draw step:</i> Draw a card according to the “card” dice.<BR>
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4) <i>Move step:</i> The number of steps you move forward is determined by the “move” dice. Panel bonuses and penalties apply at the end of this step.<BR>
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5) <i>Play step:</i> You may play up to 3 cards from your hand during this step.<BR>
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6) <i>Trading:</i> You may trade 2 promoters in for 1 gene, or 2 genes for 1 promoter before you end your turn.<BR><br>
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<U>Constructing Pathways</U><BR>
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To score points, you must first construct a completed pathway by pairing a promoter with a gene, and then place them on the table. You may construct any number of pathways, but once they are on the table, they cannot be returned to your hand.<BR><br>
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<u>Scoring</u><BR>
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You earn points by following the criteria below: <BR>
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1) You start with 100 points. Whenever a promoter is activated, the score on the gene is added to your total score.<BR>
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2) Promoters are activated either by the “activation” dice, or corresponding function cards.<BR>
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3) No promoters are activated during the first round and your promoters will no longer activate after the turn you pass the finish line.<BR>
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4) Speed Bonus: The first player who finished the game will gain a bonus of 500 points while the second player will gain 200 points.<BR>
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5) Card Bonus: After the game is finished, all the unused cards in your hand and function cards placed on the table will earn you 50 points each. All the completed pathways will count as 200 points each.
</p>
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<p><a href=human5.html target=_top>Next to the Cards</a></p>
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<br>
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<ul>
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Home
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<li><a href="main.html" target=_top>Home</a></li>
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<li></li>
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<li></li>
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<li></li>
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</ul>
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</td>
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<p><b>Activity 2 : Be a Plasmid Engineer</b></p>      
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<ul>
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Isaac Newton discovered the laws of motion because of an apple falling from tree, Friedrich August Kekulé discovered the structure of benzene after having  dreamt of a snake eating its tail…History has repeatedly showed us that many a ground-shaking discovery originated from leaps of creativity and imagination.
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Acknowledgements
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</p><br>
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<li><a href="acknowledgement.html" target=_top>Acknowledgements</a></li>
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<p>Synthetic Biology is no different. Like a sand box, it houses a staggering amount of possibilities, limited only by people’s imagination, and by what people perceive as possible. In this activity, secondary students have a chance to show everyone what they think Synthetic Biology can do after getting some basic idea of synthetic biology through all the activities! We inspire them to think out of the box, and design their own Synthetic Biology project! We ask secondary students to construct a plasmid that carries characteristics from one or more species, and specify which host species they wish to introduce the plasmid into. Following are some interesting examples designed by these students.
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<li></li>
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</ul>  
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<p>
 
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1. Extract the starfish DNA and put them into human embryo to create a human body which is able to change colors.<br><br>
 
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2. Extract the photosynthesis genes from plants and put them into fish. In this way, fish can absorb sunlight and synthesize O2 by themselves.<br><br>
 
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3. Extract GFP gene from jellyfish, extract jumping DNA from kangaroo, extract running DNA from cheetah and extract wing DNA from bird. Put all these genes into human embryo to create a man who can have a pair of fluorescent wings to fly, run as fast as cheetah and jump as fast as kangaroo.
 
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Actually from all the design we have collected, most of them want to improve human body’s gene by putting some other animals’ gene or combine different genes together.<br><br>
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<td>
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<ul>
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iGEM team list
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<li><a href="track.html" target=_top>Track choice</a></li>
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<li><a href="team.html" target=_top>Member list</a></li>
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<li></li>
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</ul>  
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After they all finish their design, we encourage them to think about whether their designs will be a danger to human society and even the whole earth and also whether their designs will cause any ethical problems.<br><br>
 
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By this activity, students learn more deeply about how a plasmid works and know Synthetic Biology is a tool that can lead to great advances in science and technology in general, but is not without ethical concerns.<br><br>
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<ul>
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Project
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<li><a href="overview.html" target=_top>Overview & Background</a></li>
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<li><a href="modeling.html"  target=_top>Modeling</a></li>
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<li><a href="future.html" target=_top>Future Applications</a></li>
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<li></li>
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</ul>  
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</p><br>
 
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<p><a href=human2.html#content>Back to the report</a></p>
 
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<ul>
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Notebook
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<li><a href="notebook.html" target=_top>Notebook</a></li>
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<li></li>
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<li></li>
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<li></li>
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</ul>
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</td>
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</table>
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<td>
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<ul>
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Biobricks
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<li><a href="characterization.html" target=_top>Master list & Characterization
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</a></li>
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<li><a href="links.html" target=_top>Links to partsregistry</a></li>
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<li></li>
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<li></li>
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</ul>  
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</td>
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<td>
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<ul>
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BioSafety
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<li><a href="biosafety.html" target=_top>BioSafety</a></li>
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<li></li>
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<li></li>
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</ul>
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</td>
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<td>
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<ul>
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Achievements
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<li><a href="medal.html" target=_top>Medal Awards</a></li>
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<li><a href="contribution.html" target=_top>Contributions</a></li>
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<li></li>
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</ul>
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</td>
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<td>
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<ul>
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Human Practice
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<li><a href="human.html" target=_top>Workshop</a></li>
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<li><a href="survey.html" target=_top>Survey
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</a></li>
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<li></li>
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</ul>
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</td>
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</tr>
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</table>
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Latest revision as of 12:48, 2 October 2011

Human
Practice


Map

Game Rules


Dice Types
There are three dices types in the game, a “move” dice for steps; a “card” dice for drawing cards; an “activation” dice for activating promoter.

  • “Card” dices have three colors: green for promoter, blue for gene, and yellow for function.
  • “Activation” dices have faces representing the respective activated promoter. They include T7, pLac, pBad and one blank face (no activation).

Playing the Game
Each turn is divided into 6 steps:
1) Roll the dice: The player rolls three dices: “move” dice, “card” dice, and “activation” dice.
2) Activate the promoter: Determined by the “activation” dice, activate all corresponding promoters on the table for each player. Calculate the new score.
3) Draw step: Draw a card according to the “card” dice.
4) Move step: The number of steps you move forward is determined by the “move” dice. Panel bonuses and penalties apply at the end of this step.
5) Play step: You may play up to 3 cards from your hand during this step.
6) Trading: You may trade 2 promoters in for 1 gene, or 2 genes for 1 promoter before you end your turn.

Constructing Pathways
To score points, you must first construct a completed pathway by pairing a promoter with a gene, and then place them on the table. You may construct any number of pathways, but once they are on the table, they cannot be returned to your hand.

Scoring
You earn points by following the criteria below:
1) You start with 100 points. Whenever a promoter is activated, the score on the gene is added to your total score.
2) Promoters are activated either by the “activation” dice, or corresponding function cards.
3) No promoters are activated during the first round and your promoters will no longer activate after the turn you pass the finish line.
4) Speed Bonus: The first player who finished the game will gain a bonus of 500 points while the second player will gain 200 points.
5) Card Bonus: After the game is finished, all the unused cards in your hand and function cards placed on the table will earn you 50 points each. All the completed pathways will count as 200 points each.

Next to the Cards