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Classroom In this section of Resonance, we invite readers to pose questions likely to be raised in a classroom situation. We may suggest strategies for dealing with them, or invite responses, or both. “Classroom” is equally a forum for raising broader issues and sharing personal experiences and viewpoints on matters related to teaching and learning science. A G Samuelson Card Games and Chemistry Department of Inorganic and Teaching Organometallic Reactions Through Card Games Physical Chemistry Indian Institute of Science Bangalore 560 012, India. Email: ashoka@iisc.ac.in We present a card game suitable for classroom use to pro- vide an interactive and lively experience while studying organometallic reactions, synthesis and catalysis. It is based on a deck of playing cards, and we call it CARS (Catalysis and Reaction Sequences). The object is to arrange a set of random cards served to the player in a correct sequence. The correct sequence is based on the sequence of steps found in the catalytic cycle of a set of reactions. The game is similar to the popular multiplayer card game rummy. We illustrate the game with a set of cards based on the C–C bond forming reactions, but it can be modified by the teacher to suit the top- ics being taught and could even be converted to a web-based version or a stand-alone study tool operating on a computer. Introduction Systematization and teaching of inorganic and organometallic chemistry reactions are daunting tasks. Teachers and students are bogged down by the prospect of studying literally hundreds of ‘seemingly’ unrelated reactions. Anything that facilitates this Keywords process and helps in visualizing relationships is welcome. If one Catalysis, organometallic chemistry, card games, fun in understands for example, how several organometallic reactions chemistry. RESONANCE | August 2018 915
CLASSROOM follow a common pattern in catalytic and stoichiometric reac- tions, it would be a great help to the student and teacher alike. By By writing the catalytic writing the catalytic cycles presented in organometallic chemistry cycles presented in as a set of sequential reactions, it is possible to see that many reac- organometallic tions indeed follow a pattern. It becomes easier for the student to chemistry as a set of sequential reactions, it is connect a large number of reactions and attempt the construction possible to see that many of new catalytic cycles, given the reactants and products. reactions indeed follow a pattern. Games have been used effectively for enhancing student involve- ment and making the student-teacher interaction more enjoyable than lecture-based classes [1]. In the past, games have aided chemical education especially in the nomenclature of compounds, study of elements in the periodic table and reactions [2]. Some of them are indeed card games to aid the study of nomenclature [3], formulas [4] and even improve the understanding of stereochem- istry [5]. Recently, there have been some excellent descriptions of card games for teaching functional groups in organic chemistry [6], synthetic organic chemistry [7, 8], and one to teach retrosyn- thetic analysis [9]. We believe an extremely simple and general version of the popu- lar card game – rummy – can be devised to learn organometallic chemistry and catalysis. We will illustrate the idea using a set of cards based on organometallic catalytic cycles using organic/organo- metallic synthesis. They are only illustrative and the game is designed in such a way that it can be used in different learn- ing/teaching situations wherever a sequence of events is part of the learning objective. The deck of cards is patterned after the familiar 54 cards in com- mon card games. The cards are divided into four groups or suits, each one representing a catalytic cycle (as in spades, clubs or clovers, diamonds and hearts). The name of each reaction is printed on a color-coded card and the substrates, products and reagents, if any, in that reaction are printed in the same color. The transformations or steps in the reaction can also be made into cards indicative of the reaction type such as oxidative addition, insertion or transmetallation, reductive elimination, ligand disso- ciation, etc. Each reaction cycle is thus mapped into a set of 12 916 RESONANCE | August 2018
CLASSROOM cards. In order to increase the element of fun, one card, desig- nated as a wild or special card, is included in each suit, and this may be used to fill in any part of the sequence. Two additional cards are generic multicolored ‘wild’ cards that can be used for any reaction (across suits), reagent or sequence, making a total of 54 cards. Although the popular game of rummy is suggested, other games could be devised as well as the cards map to a regular pack of 54 cards in a deck. We will illustrate how this game can be used to teach/learn several C–C bond forming reactions where the catalytic cycles bear some resemblance. When the catalytic cycles are grouped together in this fashion, the similarities and differences are brought out, and student understanding is significantly enhanced during the play. We have chosen four named reactions: HECK, NEGISHI, SUZUKI and SONOGHASHIRA. Each of these named reactions has a well-established catalytic cycle. Apart from the fact that the common catalyst of choice is a palladium complex, three of these reactions proceed through steps that are similar in the beginning and in the end. The Heck reaction has significant differences. The game allows the students to recognize the similarities and appre- ciate the differences. If the game is played in class after these reactions are taught, or right after the lecture in a tutorial class, it is easy for students to recollect these steps. It also allows the student to construct new cycles for reactions they encounter in the literature with ease. Figure 1 shows the catalytic cycle for the Heck reaction and Fig- ure 2 shows the representative cards one can generate from this cycle. A similar exercise with the other three reactions would yield the requisite number of cards. A complete set of 54 cards is given in the supplementary section for the four reactions men- tioned above. These card sets are only illustrative. Any four reac- tions could be substituted for these C–C bond-forming reactions. One only needs to simplify the steps so that the reaction is com- pletely represented by 12 to 13 cards. In order to play the game with two to four people, one pack of cards is thoroughly shuffled to generate a random set and each RESONANCE | August 2018 917
CLASSROOM player is dealt a set of 10 cards. The remaining cards are kept aside face down as the stockpile. Each player tries to arrange the ten cards (s)he has according to a reaction sequence. The object of the game is to be the first one to arrange all the cards in valid sequences. Valid sequences could be formed as a sequence of 10 cards from one complete catalytic cycle (same color cards). Wild or special cards are permitted. If they are two different sequences they could be from two different catalytic cycles of say, a set of 7 in one cycle and a set of 3 from another, or even three different sequences of 3, 3 and 4. Players get to draw from the stockpile and discard unwanted cards until they can form sequences. In our experience, sequences are generated by at least one player within 15–20 minutes. After the winner is confirmed, every player shows their sequences to other players and then a lively discussion fol- lows. In one group, the students helped one another form all four sequences further reinforcing the learning experience. Although we emphasize the similarity with numbered cards, a caveat must be added. Sequences in CARS could have some dif- ferences from the classic card sequences. For example, in a reac- tion of A + B transformed by a substitution reaction ‘R’ to give C + D; the sequence could be cards corresponding to ‘A, B, R’ or ‘B, A, R’ or ‘R, C, D’ or ‘R, D, C’. All of them are chemically meaningful. However, the sequence ‘B, R, and C’ is not consid- ered a valid ‘reaction sequence’ although based on numbers it is a valid sequence. Rules regarding this must be announced before starting the game. A player can choose to A player can choose to put down a run or sequence of three (min- put down a run or imum), four or seven cards in the centre of the playing area. This sequence of three might allow another player to continue the catalytic sequence by (minimum), four or seven cards in the centre adding a set. The object of the game is to help the students build of the playing area. This the catalytic cycle or parts of it using the cards. So putting down might allow another the sequences as and when they form could help them recognize player to continue the the catalytic cycles, the reactions and the substrates. This may catalytic sequence by adding a set. increase the educational value. When played in this fashion, the person who puts down all the cards first wins. However, as a matter of strategy, many players choose not to put it down! 918 RESONANCE | August 2018
CLASSROOM Figure 1. The catalytic cycle of the Heck reaction: (LD = ligand dissociation; OA = oxidative addition; LS = ligand substituttion; MI = migratory insertion; HE = β- hydride elimination; RE = reductive elimination. The student learns different aspects of a catalytic cycle such as the requirement for a vacant site, a suitable oxidation state, matching substrates and catalysts in a lively environment. In the first few rounds of the game, students may be permitted to use their class notes or even have access to complete catalytic cycles. If needed, an easier card set could be printed with suitable hints on the cards suggesting what reactions are possible for the substrate or what substrates are suitable for the reaction. In an electronic version of the game, this could be made easier through the use of help files or simpler card sets. In order to play this game to aid self-study, one can play the equiv- alent of a ‘Single Suit Spider’. Multiple copies, usually eight, of the same (reaction) colored cards are needed to play this game. Both Rummy and Spider are readily played with these cards, and hence the games should be transferable to soft versions. Simi- larly, with some modifications, a board game like ‘Snakes and Ladders’ could be constructed using the sequence. Board games RESONANCE | August 2018 919
CLASSROOM Figure 2. Representa- tive cards generated from the Heck reaction cycle pre- sented in Figure 1. have the advantage that they could even be elaborated into social games such as ‘Farmville’. The framework described here is also suitable for further elaboration by increasing the difficulty level, and adding gaming elements so that a full-fledged gaming expe- rience can be incorporated in the future. Converting the game into an app suitable for the mobile, or a web-based program in- dependent of device architecture should also help more students to participate. If a gaming environment is provided, additional motivational aspects can set in, such as the desire to role play, gaining social recognition, a sense of accomplishment, handling challenges, mystery and fun that can lead to interactive and en- joyable learning. An excellent opportunity for ‘gamification’ of 920 RESONANCE | August 2018
CLASSROOM Figure 3. Set of 54 cards suitable for printing on a plastic sheet. To download a set of print- able cards please visit: https://is.gd/ZwUdVh learning exists [10]. We believe the incorporation of such games either through physical cards/boards or even through computer games or apps will improve the motivation and engagement of students. Conclusions Teaching organometallic reaction mechanisms and catalytic cy- cles using card games, in a fun-filled interactive setting is more effective than a slide presentation or even a chalk and board lec- ture. Since the game is tunable, it is likely to be of great value in teaching other topics where sequences are involved: such as in total synthesis. We have described here a general framework for converting any complex reaction with multiple steps into a card game very similar to rummy, the popular game of cards. Many opportunities open up once the teacher converts the learning ob- jective into a game [11]. Supporting Information This section illustrates the set of 54 cards (Figure 3) suitable for printing on a plastic sheet. The sequence number is printed below the cards for the teacher’s reference. Detailed instructions for playing the game is as follows. RESONANCE | August 2018 921
CLASSROOM Instructions for Playing the Card Game – CARS In order to play the game with four people, the cards are thor- oughly shuffled to generate a random set and each player is dealt a set of 10 cards. The remaining cards are kept aside face down as the stockpile. The first player, takes a card from the stock and attempts to improve on the number of sequences (s)he has in hand (10 cards), and then discards any unwanted card with its face up. The next player in a similar fashion can take one card (DRAW) from the top of the stock or the card that was discarded by the pre- vious player. However, each player must put back (DISCARD) the most unwanted card from her/his cards, or the card that was taken from the stock. So, at any stage of the game except during the player’s turn, one has only 10 cards on hand. When one player finally forms three sequences, (s)he is declared the winner. If the stock is exhausted, the set of open cards are shuffled and replaced face down to form a fresh stock to continue the game. Acknowledgments The author thanks the students of the organometallic course who have participated in the game and several faculty members of IITs who have given valuable feedback. Suggested Reading [1] M J Samide, A M Wilson, Games, Games, Games; Playing to Engage with Chemistry Concepts, Chem. Educ., Vol.19, pp.167–170, 2014. [2] J V Russell, Using Games to Teach Chemistry: An Annotated Bibliography. J. Chem. Educ., Vol.76, pp.481–484, 1999. [3] R S Sevcik, L D Schultz, S V Alexander, Elements – A Card Game of Chemical Names and Symbols, J. Chem. Educ., Vol.85, pp.514–515, 2008. [4] T A Morris, Go Chemistry: A Card Game to Help Students to Learn Chemical Formulas, J. Chem. Educ., Vol.88, pp.1397–99, 2011. [5] M J Costa, Carbohydeck: A Card Game To Teach the Stereochemistry of Car- bohydrates, J. Chem. Educ., Vol.84, pp.977–978, 2007. [6] M J Welsh, Organic functional Group Playing Card Deck, J. Chem. Educ., Vol.80, pp.426–427, 2003. 922 RESONANCE | August 2018
CLASSROOM [7] C A Knudtson, ChemKarta: A Card Game for Teaching Functional Groups in Undergraduate Organic Chemistry, J. Chem. Educ., Vol.92, pp.1514–1517, 2015. [8] S C Farmer, M K Schuman, A Simple Card Game to Teach Synthesis in Or- ganic Chemistry Courses, J. Chem. Educ., Vol.93, pp.695–698, 2016. [9] J M Carney, Retrosynthetic Rummy: A Synthetic Organic Chemistry Card Game, J. Chem. Educ., Vol.92, pp.328–331, 2015. [10] Y-k Chou, Actionable Gamification: Beyond Points Badges and Leaderboards, Octalysis Media, Freemont, 2014. [11] M Antunes, M A R Pacheco, M Giovanela, Design and Implementation of an Educational Game for Teaching Chemistry in Higher Education, J. Chem. Educ., Vol.89, pp.517–521, 2012. RESONANCE | August 2018 923
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