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INTEGRATING NEW METHODOLOGIES FOR TEACHING MICROBIOLOGY PRACTICAL COURSES THROUGH VIDEO GAMES AND VIRTUAL REALITY
University of Granada (SPAIN)
About this paper:
Appears in: INTED2022 Proceedings
Publication year: 2022
Page: 5659 (abstract only)
ISBN: 978-84-09-37758-9
ISSN: 2340-1079
doi: 10.21125/inted.2022.1451
Conference name: 16th International Technology, Education and Development Conference
Dates: 7-8 March, 2022
Location: Online Conference
Abstract:
Currently there is a real commitment for the use of new technologies for performing practical trainings at the University. In almost all Spanish universities, practical courses are developed mainly in the classroom or in the laboratory. In the last time with the COVID-19 pandemic crisis, teachers had to react with all available tools so that the teaching quality is not affected. They had to change suddenly and abruptly the traditional teaching system to integrate new techniques, tools and technologies that not require student presence in the classrooms. Currently, teaching microbiology is in the need for many practical classes that are obligatory to be performed in the laboratory for the student preparation. Under a lockdown, however, presence in the laboratory was not provided and gaps in the learning process were more probable.

This paper aims to reflect the necessity of incorporation of new technologies to university teaching. Technologies that are meant to motivate and train students promoting, at the same time, the development of their skills and a better integration into their learning process. Therefore, the efficient use of some tools such as Video Games and Virtual Reality and their integration in the teaching process may be a good option for the innovation in the microbiology practical training, replacing thus the obligatory presence of students in situ. Students, thus, have the opportunity to be involved in interactive microbiological experiments, in a rich and stimulating Virtual Reality World, without the limitations that may be presented in the laboratory. Through gaming, students may gain a plethora of experiences, exercising problem solving, and developing the critical thinking and decision taking. Such technologies, in which a series of tools, connections and activities are used by each student to learn, will certainly have a good acceptance from the students and need a re-organisation of the courses in order to gain, in a practical way, efficiency and successfulness.

It is important to note, though, that this type of teaching experience is in the need of much adaptation of both teachers and students for a better incorporation of such new technologies into the education system.
Keywords:
Practical courses, Video Games, Virtual Reality, New Technologies, University.