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Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction
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....
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
American Society of Microbiology
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8046662/ https://www.ncbi.nlm.nih.gov/pubmed/33884094 http://dx.doi.org/10.1128/jmbe.v22i1.2439 |
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author | Dustman, Wendy A. King-Keller, Sharon Marquez, Rolando J. |
author_facet | Dustman, Wendy A. King-Keller, Sharon Marquez, Rolando J. |
author_sort | Dustman, Wendy A. |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-8046662 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | American Society of Microbiology |
record_format | MEDLINE/PubMed |
spelling | pubmed-80466622021-04-20 Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction Dustman, Wendy A. King-Keller, Sharon Marquez, Rolando J. J Microbiol Biol Educ Teaching in a Time of Crisis 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. American Society of Microbiology 2021-03-31 /pmc/articles/PMC8046662/ /pubmed/33884094 http://dx.doi.org/10.1128/jmbe.v22i1.2439 Text en ©2021 Author(s). Published by the American Society for Microbiology https://creativecommons.org/licenses/by-nc-nd/4.0/This is an Open Access article distributed under the terms of the Creative Commons Attribution-Noncommercial-NoDerivatives 4.0 International license (https://creativecommons.org/licenses/by-nc-nd/4.0/ and https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode (https://creativecommons.org/licenses/by-nc-nd/4.0/) ), which grants the public the nonexclusive right to copy, distribute, or display the published work. |
spellingShingle | Teaching in a Time of Crisis Dustman, Wendy A. King-Keller, Sharon Marquez, Rolando J. Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction |
title | Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction |
title_full | Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction |
title_fullStr | Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction |
title_full_unstemmed | Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction |
title_short | Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction |
title_sort | development of gamified, interactive, low-cost, flexible virtual microbiology labs that promote higher-order thinking during pandemic instruction |
topic | Teaching in a Time of Crisis |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8046662/ https://www.ncbi.nlm.nih.gov/pubmed/33884094 http://dx.doi.org/10.1128/jmbe.v22i1.2439 |
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