TY - GEN
T1 - Changing the way science is taught through gamified laboratories
AU - Bonde, Mads
AU - Makransky, G.
AU - Wandall, J.
AU - Larsen, Mette Voldby
AU - Morsing, M.
AU - Jarmer, Hanne Østergaard
AU - Lopez-Cordoba, A.
AU - Sommer, Morten Otto Alexander
PY - 2015
Y1 - 2015
N2 - A large proportion of high school and college students indicate that they have little interest in science, and many graduate with marginal science competencies. However, laboratory exercises, usually the most engaging part of science courses, tend to be expensive, time consuming and occasionally constrained by safety concerns. Combining gamification elements with simulations may provide an 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 3D universe, storytelling, conversations with fictional characters and a scoring system. 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 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.
AB - A large proportion of high school and college students indicate that they have little interest in science, and many graduate with marginal science competencies. However, laboratory exercises, usually the most engaging part of science courses, tend to be expensive, time consuming and occasionally constrained by safety concerns. Combining gamification elements with simulations may provide an 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 3D universe, storytelling, conversations with fictional characters and a scoring system. 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 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.
KW - Virtual laboratories
KW - Gamification
KW - Biotechnology
KW - Science
M3 - Article in proceedings
SN - 978-84-606-8243-1
T3 - Edulearn
SP - 6697
EP - 6703
BT - EDULEARN15 Proceedings
T2 - The 7<sup>th</sup> International Conference on Education and New Learning Technologies
Y2 - 6 July 2015 through 8 July 2015
ER -