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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Bibliographic Details
Main Authors: Wendy Dustman, Rolando Marquez, Sharon King-Keller
Format: Article
Language:English
Published: American Society for Microbiology 2021-03-01
Series:Journal of Microbiology & Biology Education
Online Access:https://jmbesubmissions.asm.org/index.php/jmbe/article/view/2439
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spelling 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.
url https://jmbesubmissions.asm.org/index.php/jmbe/article/view/2439
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