Skip to main navigation Skip to search Skip to main content

Changing the way science is taught through gamified laboratories

  • Mads Bonde
  • , G. Makransky
  • , J. Wandall
  • , Mette Voldby Larsen
  • , M. Morsing
  • , Hanne Østergaard Jarmer
  • , A. Lopez-Cordoba
  • , Morten Otto Alexander Sommer
    • University of Southern Denmark
    • NordicMetrics ApS
    • University of Copenhagen
    • Miguel Hernández University of Elche

    Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

    Abstract

    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
    Country/TerritorySpain
    CityBarcelona
    Period06/07/201508/07/2015
    SeriesEdulearn
    ISSN2340-1117

    UN SDGs

    This output contributes to the following UN Sustainable Development Goals (SDGs)

    1. SDG 16 - Peace, Justice and Strong Institutions
      SDG 16 Peace, Justice and Strong Institutions

    Keywords

    • Virtual laboratories
    • Gamification
    • Biotechnology
    • Science

    Fingerprint

    Dive into the research topics of 'Changing the way science is taught through gamified laboratories'. Together they form a unique fingerprint.

    Cite this