17-year-old turns cancer treatment decisions into a 72-card game for students

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 The 17-year-old San Diego cancer researcher who turned treatment decisions into a 72-card game and has helped bring STEM education to 1,500 children

Daniel ZhangPhoto: Tumor Tactics/ Instagram

In a San Diego high school classroom, a deck of 72 cards sits on a desk, each one representing a different cancer treatment option, side effect or patient factor. The game built from these cards was designed to help young patients and their families visualise complex treatment decisions, turning abstract medical information into something they can hold, sort and discuss.

Its creator is Daniel Zhang, a 17-year-old student and cancer researcher who has spent his teenage years bridging the worlds of oncology, game design and education outreach. Beyond the lab, Daniel has helped bring science, technology, engineering and math learning to more than 1,500 children through workshops, mentorship and community programmes. As profiled by Young Planet Leaders and in his own public posts, his work shows how a single idea, shaped by empathy and curiosity, can ripple outward into research, patient support and the next generation of STEM learners.Curiosity to research focusDaniel’s interest in science started early, nurtured by a family environment that placed a high value on learning and a personal interest in how things work. Like many students drawn to biology, he was intrigued by the fact that small changes at the cellular level could have life changing consequences. Cancer, with its complicated mix of genetics, environment and treatment response, became a particular focus.

He read widely, tracked new studies and sought out opportunities to work in research environments while still in middle and high school.

But Daniel wasn’t just a scientist. He cared about the human side of the disease. He listened to patients’ and families’ stories, how hard it was to absorb medical information when you’re already stressed. Doctors might present choices in terms of the odds of survival, the likely side effects, the molecular markers, but for a teen or parent hearing this for the first time, the concepts can blur together.Daniel began to ask how that information could be made clearer, more interactive and less intimidating.

Turning treatment choices into a card gamThe result of that questioning was a 72-card game designed to model cancer treatment decisions. Each card represents a variable that patients and clinicians consider, such as a specific therapy, a common side effect, a biomarker result or a personal priority like quality of life or time in school. By laying out the cards, players can see how different choices interact and what trade offs they involve.The game is not meant to replace medical advice.Instead, it’s a conversation tool. A young patient might play it with a parent to work through what’s most important to them. A clinician might use it in an appointment to explain why certain options are recommended and the risks involved. For students learning about oncology, the game provides a practical way to engage with the complexity of treatment planning without needing advanced technical knowledge.Creating the deck involved research, iteration and feedback.

Daniel reviewed medical literature, consulted with mentors in oncology and tested early versions with peers and families.He adjusted the language on the cards, refined the mechanics and made sure the information stayed accurate while remaining accessible. The final product is both a teaching aid and a bridge between the clinical and the personal.Research in the labAlongside the game, Daniel has been active in laboratory research on cancer.

Working with university mentors and research groups in the San Diego area, he has contributed to projects that explore how tumours respond to different therapies and how treatment resistance develops.His work includes designing experiments, analyzing data and presenting at science fairs and research symposia. This level of involvement is rare for a high school student but not unheard of in parts of the world with strong research ecosystems.

What is unusual about Daniel’s path is how he ties his lab work to real world applications.The card game grew directly from his exposure to clinical conversations and his desire to make those conversations more understandable. His research questions are informed not only by scientific gaps but by the practical challenges patients face when navigating treatment.Bringing STEM to 1,500 childrenDaniel’s commitment to education extends beyond his own learning.

He has helped organise and lead STEM outreach programmes that introduce science and technology concepts to children who might not otherwise have easy access to such opportunities.Through school visits, community workshops and summer programs, he and his collaborators have reached more than 1,500 children in San Diego and surrounding communities.Often these are a mix of hands-on activities and real-world context.

Children might build simple circuits, run basic coding exercises or conduct safe, guided experiments demonstrating biological principles. Daniel and his team connect these activities to larger themes, like how scientists study disease, how data is used in medicine and how technology can improve health. The goal isn’t to teach specific skills but to show young students that STEM is a set of tools they can use to solve problems they care about.

Mentorship is a key part of the effort.Older students, including Daniel, work with younger participants, answering questions, offering guidance on projects and sharing their own experiences navigating school, competitions and research opportunities. For many children, seeing a near peer who is already doing lab work or designing games related to cancer makes the path feel more attainable.Balancing school, research and outreachManaging high school coursework, laboratory research and large scale outreach programmes requires careful time management and strong support.

Daniel’s days often include regular classes, afternoons in the lab or planning meetings for STEM events, and evenings devoted to homework, game refinement or writing.He relies on mentors, teachers and family to help him prioritize tasks and avoid burnout. This juggling act is a lesson for the students he works with.

He is candid in his talks and workshops about the challenges of juggling multiple responsibilities and the importance of asking for help.He urges youth to pursue projects that are significant to them, regardless of how ambitious they may be, but also cautions them to be aware of their tempo and to care for themselves.Why this work mattersDaniel’s story resonates because it combines several powerful themes.It demonstrates that a teenager can be an important contributor to cancer research, not just through data and experiments, but by helping patients and families better understand their options. It shows that STEM education is not only about test scores or competitions, but about equipping young people with ways of thinking they can use to address real problems in their communities.

The card game is a concrete example of translational work, moving ideas from the lab and clinic into a format that non specialists can use. The outreach programmes extend that translation further, inviting children who might never have considered a career in science to see themselves as future researchers, engineers or doctors. For the 1,500 students who have participated, the experience may be a single workshop or a longer engagement, but for some it could be the spark that leads to further study and eventually to their own contributions.Looking aheadAt 17, Daniel is preparing for the next stage of his education and career, with interests that span biomedical research, health communication and education.He plans to continue refining the treatment decision game, potentially adapting it for different cancers, age groups or clinical settings. He also hopes to expand STEM outreach, reaching more children and building sustainable programmes that can continue even as he moves on to university.

For now, his work stands as a reminder that age is not a barrier to making a difference in complex fields like oncology and education. Whether through a deck of cards that helps a family talk through treatment or a classroom activity that introduces a child to coding, Daniel’s projects show how science becomes more human when it is designed with empathy and shared understanding in mind.

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