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FALCONER LITTLE ALCHEMY: A GAMIFIED TOOL FOR LEARNING PHENOTYPIC VARIANCE COMPONENTS IN QUANTITATIVE GENETICS
1 Universidad de León (SPAIN)
2 HP SCDS (SPAIN)
About this paper:
Appears in: INTED2026 Proceedings
Publication year: 2026
Article: 2156
ISBN: 978-84-09-82385-7
ISSN: 2340-1079
doi: 10.21125/inted.2026.2156
Conference name: 20th International Technology, Education and Development Conference
Dates: 2-4 March, 2026
Location: Valencia, Spain
Abstract:
Understanding the relationships among the components of phenotypic variance is essential in the study of quantitative genetics and its application to animal breeding programs. However, these concepts are often challenging for students due to their abstract nature and the need to integrate theoretical definitions with mathematical decomposition. To facilitate learning, the Animal Breeding and Genetics Research Group at the University of León (MEGA-ULE), whose members also belong to the VetGeneULE Teaching Innovation Group, has developed Falconer Little Alchemy, an educational game inspired by the mechanics of Little Alchemy 2 and based on Falconer & Mackay’s Introduction to Quantitative Genetics.

The game allows students to combine basic elements—such as environment, additive genetic effects, dominance and epistasis—to generate more complex concepts related to the structure of phenotypic variance (e.g., additive genetic variance, residual variance, heritability and selection response). Through exploratory interaction and immediate feedback, players discover functional relationships between components, reinforce key definitions and apply them within a dynamic, curiosity-driven environment.

The game, together with an evaluation survey, was delivered through an interactive Genially presentation designed to support autonomous learning and an engaging visual experience. The activity was implemented in the course of Animal Nutrition, Breeding and Genetic Improvement at the School of Agricultural Engineering (University of León, Spain) as a complementary tool to traditional lectures. After completing the activity, students responded to an anonymous questionnaire assessing usability, engagement, clarity of concepts, and perceived usefulness for studying the corresponding course topics. Responses revealed a positive perception of the tool, increased motivation, and a reported improvement in understanding and retention of theoretical concepts.

Falconer Little Alchemy highlights the potential of gamification and digital interactive platforms, such as Genially, to enhance teaching and learning in quantitative genetics within higher education.
Keywords:
Gamification, Quantitative genetics education, Interactive learning, Digital educational tools, Student engagement.