CHANGING THE WAY SCIENCE IS TAUGHT THROUGH GAMIFIED LABORATORIES
1 Novo Nordisk Foundation Center for Biosustainability, Technical University of Denmark (DENMARK)
2 University of Southern Denmark, Department of Psychology (DENMARK)
3 NordicMetrics (DENMARK)
4 Center for Biological Sequence analysis, Department of Systems Biology,Technical University of Denmark (DENMARK)
5 Department of Biology, University of Copenhagen (DENMARK)
6 University Miguel Hernández (SPAIN)
About this paper:
Appears in:
EDULEARN15 Proceedings
Publication year: 2015
Pages: 6697-6703
ISBN: 978-84-606-8243-1
ISSN: 2340-1117
Conference name: 7th International Conference on Education and New Learning Technologies
Dates: 6-8 July, 2015
Location: Barcelona, Spain
Abstract:
A large proportion of high school and college students indicate that they have little interest in science, arguing that is "boring" or "too difficult". As a consequence many students graduate with marginal science competencies and little interest in following a scientific career. However, laboratory exercises, usually the most engaging part of science courses with high potential for increasing their interest in science, tend to be expensive, time consuming and occasionally constrained by safety concerns.
Combining gamification elements with simulations offers a unique opportunity for great gains in learning effectiveness and motivation of biotech students. An advanced laboratory simulation platform based on mathematical algorithms supporting open-ended investigations was developed and combined with gamification elements such as an immersive and interactive 3D universe, engaging storytelling, conversations with fictional characters and a scoring system. One of the key priorities when developing these simulations was providing a realistic laboratory environment and 3D animations because their use is supported by cognitive theories of multimedia learning and picture comprehension. Simulations were designed for an inquiry-based approach in which students must deduce and apply necessary actions by acquiring knowledge for integrated text and figures. Inquiry-based methods have been found difficult to implement in classical teaching with a single teacher and numerous students. However, computer-based laboratories offer a framework for an effective and feasible solution.
Two gamified laboratory simulations were tested: a crime-scene lab and a genetic engineering lab (http://www.labster.com/biolabs/). A study testing the crime-scene case in an introductory, college-level, life science course was conducted. This study revealed that a gamified laboratory simulation can significantly increase both learning outcomes and motivation levels when compared with, and particularly when combined with, traditional teaching. These results were published in the article: Nature Biotech, 32.7 (2014): 694-697.Keywords:
Virtual laboratories, gamification, biotechnology, science.