| Literature DB >> 33884094 |
Wendy A Dustman1, Sharon King-Keller1, Rolando J Marquez2.
Abstract
The COVID-19 pandemic radically and without warning changed the laboratory learning environment for students and instructors. Students were faced with having to be receptive to new learning methods; instructors scrambled to devise innovative ways of providing a realistic lab experience for students. The demand for creative online teaching strategies and the expansion of gamified training platforms created an opportunity for the development of new and interactive lab experiences. Current online labs offer some elements of a "real" lab experience, but a system that incorporates all the tools needed to create a realistic, immersive lab environment has yet to be developed. This study examines using different gamification elements implemented in a PowerPoint-based platform. There was no cost associated with the virtual lab and it could be easily downloaded, increasing accessibility. In true gaming style, a student could "play" without restriction, without the limitations that accompany wet labs. Students were challenged with various scenarios throughout the lab, making choices and receiving feedback through the process. These features positively impacted student outcomes and improved engagement, as expressed in end-of-course evaluations. The implementation also stressed the need for further development of embedded assessments, competitive and interactive opportunities for students, and access to detailed learning analytics for instructors. ©2021 Author(s). Published by the American Society for Microbiology.Entities:
Year: 2021 PMID: 33884094 PMCID: PMC8046662 DOI: 10.1128/jmbe.v22i1.2439
Source DB: PubMed Journal: J Microbiol Biol Educ ISSN: 1935-7877
FIGURE 1Design schematic displaying all the pathways based on student progression through the module. The module design allows for multiple experiences.
Minimum system requirements for virtual lab module use.
| Computer Type | Laptop or Desktop |
|---|---|
| Processor | Intel Core i3 processor or higher (most computers in the past 5 to 8 years) |
| Operating System | Mac OS X 10.13 or later (latest version recommended); Windows 7 or later (Windows 10 recommended) |
| Browser | Latest version of Chrome, Firefox, or Microsoft Edge; latest version of Safari on Mac (for browsing course content) |
| Microsoft PowerPoint | PowerPoint 2016 (part of MS Office 2016) or later; PowerPoint mobile available ( |
| RAM | 4GB or higher |
| Connectivity | Ethernet or Wireless connection; cable modem or DSL |
Comparison of higher-order thinking skills assessed in F2F labs vs. virtual labs employed in this study.
| Higher-Order Thinking Skills | F2F Labs | Virtual Labs |
|---|---|---|
| Identifies proper technique | ✓ | ✓ |
| Emphasizes understanding of technique | ✓ | ✓ |
| Promotes application of technique | ✓ | ✓ |
| Evaluates performance of hands-on skills | ✓ | |
| Analyzes proper protocol choice/utilization | ✓ | ✓ |
| Evaluates outcomes of correct/incorrect protocols | ✓ | ✓ |
| Creates an individualized experience | ✓ |
Limited in F2F, occurs only when students produce errors during their performance; the errors are already built in to the virtual experience.