{"title":"Bringing play back into the biology classroom with the use of gamified virtual lab simulations","authors":"Bina Rai, H. Tan, C. Leo","doi":"10.37074/jalt.2019.2.2.7","DOIUrl":null,"url":null,"abstract":"Our study evaluated the integration of gamified laboratory (game-lab) simulations and virtual reality (VR) technologies into the biology curriculum in order to provide an engaging and interactive way for Gen Z (born after 1995) students to learn and understand key biology concepts in a simulated environment. We hypothesised that the students will have fun, learning through play and exploration of lab skills that may not be possible in standard educational settings. Our research question was, “Do VR game-lab simulations lead to an increase in a) student knowledge of DNA-based technology, b) intrinsic motivation to study key biological concepts, and c) self-efficacy in an introductory biology course?” In our study conducted at the Singapore University of Technology and Design, the freshmore (ages between 19-22) cohorts were randomly divided into three groups, control (n = 180 students), VR game-lab simulations experienced on a laptop (desktop VR, n = 180 students) and experienced using a headset (immersive VR, n = 90 students). The classes assigned to the control group were taught using the prior method (PowerPoint slides/chalk and talk). The biological concept covered was consistent in all groups and was the polymerase chain reaction taught using a crime scene investigation scenario. Data collected showed that the desktop VR group of students achieved the greatest improvement in quiz scores after the simulation as compared to controls and immersive VR. This correlated with the significantly reduced response times taken for quizzes too for the desktop VR group. This may be attributed to the fact that the desktop VR was a longer simulation, with in depth theoretical wikis and descriptions of relevant theory. The survey results revealed that the majority of students perceived that the simulations improved their learning of DNA-based technologies, were motivated to complete the simulation and felt more confident at the end.","PeriodicalId":334920,"journal":{"name":"Journal of Applied Learning & Teaching","volume":"15 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Applied Learning & Teaching","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.37074/jalt.2019.2.2.7","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
Our study evaluated the integration of gamified laboratory (game-lab) simulations and virtual reality (VR) technologies into the biology curriculum in order to provide an engaging and interactive way for Gen Z (born after 1995) students to learn and understand key biology concepts in a simulated environment. We hypothesised that the students will have fun, learning through play and exploration of lab skills that may not be possible in standard educational settings. Our research question was, “Do VR game-lab simulations lead to an increase in a) student knowledge of DNA-based technology, b) intrinsic motivation to study key biological concepts, and c) self-efficacy in an introductory biology course?” In our study conducted at the Singapore University of Technology and Design, the freshmore (ages between 19-22) cohorts were randomly divided into three groups, control (n = 180 students), VR game-lab simulations experienced on a laptop (desktop VR, n = 180 students) and experienced using a headset (immersive VR, n = 90 students). The classes assigned to the control group were taught using the prior method (PowerPoint slides/chalk and talk). The biological concept covered was consistent in all groups and was the polymerase chain reaction taught using a crime scene investigation scenario. Data collected showed that the desktop VR group of students achieved the greatest improvement in quiz scores after the simulation as compared to controls and immersive VR. This correlated with the significantly reduced response times taken for quizzes too for the desktop VR group. This may be attributed to the fact that the desktop VR was a longer simulation, with in depth theoretical wikis and descriptions of relevant theory. The survey results revealed that the majority of students perceived that the simulations improved their learning of DNA-based technologies, were motivated to complete the simulation and felt more confident at the end.
我们的研究评估了将游戏化实验室(game-lab)模拟和虚拟现实(VR)技术整合到生物学课程中,以便为Z世代(95后)学生提供一种引人入胜的互动方式,让他们在模拟环境中学习和理解关键的生物学概念。我们假设学生们会玩得很开心,通过游戏和探索实验室技能来学习,这在标准的教育环境中是不可能的。我们的研究问题是,“虚拟现实游戏实验室模拟是否会增加a)学生对dna技术的知识,b)学习关键生物学概念的内在动机,以及c)生物学入门课程中的自我效能感?”在我们在新加坡科技与设计大学进行的研究中,新生(年龄在19-22岁之间)被随机分为三组,对照组(n = 180名学生),在笔记本电脑上体验的VR游戏实验室模拟(桌面VR, n = 180名学生)和使用耳机体验的VR(沉浸式VR, n = 90名学生)。分配给对照组的班级使用先前的方法(PowerPoint幻灯片/粉笔和演讲)进行教学。所涵盖的生物学概念在所有组中都是一致的,并且是使用犯罪现场调查场景教授聚合酶链反应。收集的数据显示,与对照组和沉浸式VR相比,桌面VR组的学生在模拟后的测验成绩改善最大。这与桌面VR组的测试反应时间显著缩短有关。这可能是由于桌面VR是一个较长的模拟,有深入的理论维基和相关理论的描述。调查结果显示,大多数学生认为模拟提高了他们对基于dna的技术的学习,他们有动力完成模拟,并在结束时感到更有信心。