Students solve a mutations mystery to understand the core ideas behind genes and DNA. In The Make, students randomly select a trait from a bag and compete in survival challenges. Through this activity, they discover that mutations can be beneficial, harmful, or neutral. The unit ends with an engineering challenge in which students use CRISPR to genetically modify a gene to solve a medical problem.
- Lesson 1
Solve: Mutations Phenomena + Six-Toed Cat Mystery
Choose to solve either a live video mystery on how and why organisms are genetically modified or an animated mystery on why a cat has six toes. By the end of The Solve, students will discover that mutations can occur in an individual’s DNA, which can change their traits. (Live Solve: 45-70 minutes; Animated Solve: 80 minutes)
- Lesson 2
Make: Compete in survival challenges to determine whether mutations are helpful, harmful, or neutral
Students will choose and decipher a genetic code to determine which form of an alien gene they have “inherited” (one “normal” and three mutations). Students will compete in three survival challenges to test different alien genes and determine if the mutations are helpful, harmful, or neutral to the survival of the alien species. Based on the results of these challenges, students will create the “ultimate alien.” (150 mins)
- Lesson 3
Engineer: Use CRISPR, a new gene editing tool, to Engineer a Solution to a Genetic Problem
Students explore the very exciting frontier of CRISPR, a new gene editing tool used to snip genes and stick new genes in cells to create new traits for the organism. (200 mins)