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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American Society for Microbiology
2021-03-01
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doaj-a773a1573209419c9b7f2723869897ab2021-06-01T17:37:39ZengAmerican Society for MicrobiologyJournal of Microbiology & Biology Education1935-78771935-78852021-03-0122110.1128/jmbe.v22i1.2439Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs that Promote Higher-Order Thinking during Pandemic InstructionWendy Dustman0Rolando Marquez1Sharon King-Keller2Georgia Gwinnett CollegeGeorgia Gwinnett CollegeGeorgia Gwinnett College 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. https://jmbesubmissions.asm.org/index.php/jmbe/article/view/2439 |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Wendy Dustman Rolando Marquez Sharon King-Keller |
spellingShingle |
Wendy Dustman Rolando Marquez Sharon King-Keller Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs that Promote Higher-Order Thinking during Pandemic Instruction Journal of Microbiology & Biology Education |
author_facet |
Wendy Dustman Rolando Marquez Sharon King-Keller |
author_sort |
Wendy Dustman |
title |
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_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_sort |
development of gamified, interactive, low-cost, flexible virtual microbiology labs that promote higher-order thinking during pandemic instruction |
publisher |
American Society for Microbiology |
series |
Journal of Microbiology & Biology Education |
issn |
1935-7877 1935-7885 |
publishDate |
2021-03-01 |
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.
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url |
https://jmbesubmissions.asm.org/index.php/jmbe/article/view/2439 |
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