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Game on: immersive virtual laboratory simulation improves student learning outcomes & motivation
The use of gamified learning interventions is expanding in postsecondary education as a means to improve students' motivation and learning outcomes. Virtual laboratory simulations have been used in science education to supplement students' learning, as well as to increase engagement with c...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
John Wiley and Sons Inc.
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9989934/ https://www.ncbi.nlm.nih.gov/pubmed/36723273 http://dx.doi.org/10.1002/2211-5463.13567 |
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author | Tsirulnikov, Danielle Suart, Celeste Abdullah, Ream Vulcu, Felicia Mullarkey, Caitlin E. |
author_facet | Tsirulnikov, Danielle Suart, Celeste Abdullah, Ream Vulcu, Felicia Mullarkey, Caitlin E. |
author_sort | Tsirulnikov, Danielle |
collection | PubMed |
description | The use of gamified learning interventions is expanding in postsecondary education as a means to improve students' motivation and learning outcomes. Virtual laboratory simulations have been used in science education to supplement students' learning, as well as to increase engagement with course material. Due to COVID‐19, many instructors sought to replace or supplement hands‐on ‘wet‐lab’ work in an online environment. In this paper, we explored how the use of head‐mounted display technology in two laboratory simulations impacts learner motivation and learning outcomes. We used a mixed‐methods approach to analyze the experience of 39 undergraduate participants, examining test scores pre‐ and postsimulation, qualitative feedback, and quantitative experience ratings. The head‐mounted display technology was described as easy to use, with eye strain identified as a common occurrence. Participants had increased test scores following the laboratory simulations, with no significant difference between simulation groups. Very positive self‐reported measures of motivation and learner engagement were documented. Ninety‐one percent of participants agreed that virtual reality laboratory simulation would be a good supplement to regular teaching modalities. Overall, our results suggest that immersive virtual reality laboratory simulations experienced through head‐mounted display technology can be used to enhance learning outcomes and increase learner motivation. |
format | Online Article Text |
id | pubmed-9989934 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | John Wiley and Sons Inc. |
record_format | MEDLINE/PubMed |
spelling | pubmed-99899342023-03-08 Game on: immersive virtual laboratory simulation improves student learning outcomes & motivation Tsirulnikov, Danielle Suart, Celeste Abdullah, Ream Vulcu, Felicia Mullarkey, Caitlin E. FEBS Open Bio Education The use of gamified learning interventions is expanding in postsecondary education as a means to improve students' motivation and learning outcomes. Virtual laboratory simulations have been used in science education to supplement students' learning, as well as to increase engagement with course material. Due to COVID‐19, many instructors sought to replace or supplement hands‐on ‘wet‐lab’ work in an online environment. In this paper, we explored how the use of head‐mounted display technology in two laboratory simulations impacts learner motivation and learning outcomes. We used a mixed‐methods approach to analyze the experience of 39 undergraduate participants, examining test scores pre‐ and postsimulation, qualitative feedback, and quantitative experience ratings. The head‐mounted display technology was described as easy to use, with eye strain identified as a common occurrence. Participants had increased test scores following the laboratory simulations, with no significant difference between simulation groups. Very positive self‐reported measures of motivation and learner engagement were documented. Ninety‐one percent of participants agreed that virtual reality laboratory simulation would be a good supplement to regular teaching modalities. Overall, our results suggest that immersive virtual reality laboratory simulations experienced through head‐mounted display technology can be used to enhance learning outcomes and increase learner motivation. John Wiley and Sons Inc. 2023-02-12 /pmc/articles/PMC9989934/ /pubmed/36723273 http://dx.doi.org/10.1002/2211-5463.13567 Text en © 2023 The Authors. FEBS Open Bio published by John Wiley & Sons Ltd on behalf of Federation of European Biochemical Societies. https://creativecommons.org/licenses/by/4.0/This is an open access article under the terms of the http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) License, which permits use, distribution and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Education Tsirulnikov, Danielle Suart, Celeste Abdullah, Ream Vulcu, Felicia Mullarkey, Caitlin E. Game on: immersive virtual laboratory simulation improves student learning outcomes & motivation |
title | Game on: immersive virtual laboratory simulation improves student learning outcomes & motivation |
title_full | Game on: immersive virtual laboratory simulation improves student learning outcomes & motivation |
title_fullStr | Game on: immersive virtual laboratory simulation improves student learning outcomes & motivation |
title_full_unstemmed | Game on: immersive virtual laboratory simulation improves student learning outcomes & motivation |
title_short | Game on: immersive virtual laboratory simulation improves student learning outcomes & motivation |
title_sort | game on: immersive virtual laboratory simulation improves student learning outcomes & motivation |
topic | Education |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9989934/ https://www.ncbi.nlm.nih.gov/pubmed/36723273 http://dx.doi.org/10.1002/2211-5463.13567 |
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