Changing the way science is taught through gamified laboratories

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedings – Annual report year: 2016Researchpeer-review

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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.
Original languageEnglish
Title of host publicationEDULEARN15 Proceedings
Number of pages7
Publication date2015
Pages6697-6703
ISBN (Print)978-84-606-8243-1
Publication statusPublished - 2015
EventThe 7th International Conference on Education and New Learning Technologies - Barcelona, Spain
Duration: 6 Jul 20158 Jul 2015

Conference

ConferenceThe 7th International Conference on Education and New Learning Technologies
CountrySpain
CityBarcelona
Period06/07/201508/07/2015
SeriesEdulearn
ISSN2340-1117

    Research areas

  • Virtual laboratories, Gamification, Biotechnology, Science

ID: 125018988