Gamification of the Laboratory Experience to Encourage Student Engagement

The American Society for Microbiology (ASM) Task Force on Curriculum Guidelines for Undergraduate Microbiology Students published recommendations for introductory microbiology courses that suggest teaching specific skill sets in the laboratory beyond just fundamental knowledge and concepts of microb...

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Autor principal: Kevin Drace
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Publicado: American Society for Microbiology 2013
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spelling oai:doaj.org-article:c729ced585274de98bf406bbed6d14a72021-11-15T15:18:41ZGamification of the Laboratory Experience to Encourage Student Engagement10.1128/jmbe.v14i2.6321935-78851935-7877https://doaj.org/article/c729ced585274de98bf406bbed6d14a72013-01-01T00:00:00Zhttps://journals.asm.org/doi/10.1128/jmbe.v14i2.632https://doaj.org/toc/1935-7877https://doaj.org/toc/1935-7885The American Society for Microbiology (ASM) Task Force on Curriculum Guidelines for Undergraduate Microbiology Students published recommendations for introductory microbiology courses that suggest teaching specific skill sets in the laboratory beyond just fundamental knowledge and concepts of microbiology (6); however, students can sometimes view a skills-based laboratory experience as a task list of unrelated assignments to complete for a grade. Therefore, providing explicit connections throughout the lecture and laboratory exercises is critical for a truly integrated learning experience. Several pedagogical techniques can provide a coherent framework throughout a course. For example, case-based studies can connect lecture with laboratory skills and increase student engagement by applying newly developed knowledge and skills to tackle real-world simulations (2, 3). One reason that case-based studies succeed is that they can provide intrinsic motivations and an alternate purpose for students to engage with the material. A more recent trend in pedagogy involves using game design elements to increase student engagement and motivation. Gamification is the application of game design (accruing points or badges, reaching significant levels of accomplishment, or other reward elements) in a non-game context to motivate or influence participation (1, 5). A natural extension of both of these methods is to gamify a case-based approach where a fictional scenario is presented for students to role-play as scientists using their developed skills to solve a complex problem. The typical microbiology laboratory, as described by the ASM Task Force, can easily incorporate game design elements without extensive modification of the exercises themselves. Instead, gamification involves structuring the lab in a way that gives the course a coherent and unified purpose. This ultimately allows the student to see how the principles and concepts of lecture and laboratory connect to real world situations.Kevin DraceAmerican Society for MicrobiologyarticleSpecial aspects of educationLC8-6691Biology (General)QH301-705.5ENJournal of Microbiology & Biology Education, Vol 14, Iss 2, Pp 273-274 (2013)
institution DOAJ
collection DOAJ
language EN
topic Special aspects of education
LC8-6691
Biology (General)
QH301-705.5
spellingShingle Special aspects of education
LC8-6691
Biology (General)
QH301-705.5
Kevin Drace
Gamification of the Laboratory Experience to Encourage Student Engagement
description The American Society for Microbiology (ASM) Task Force on Curriculum Guidelines for Undergraduate Microbiology Students published recommendations for introductory microbiology courses that suggest teaching specific skill sets in the laboratory beyond just fundamental knowledge and concepts of microbiology (6); however, students can sometimes view a skills-based laboratory experience as a task list of unrelated assignments to complete for a grade. Therefore, providing explicit connections throughout the lecture and laboratory exercises is critical for a truly integrated learning experience. Several pedagogical techniques can provide a coherent framework throughout a course. For example, case-based studies can connect lecture with laboratory skills and increase student engagement by applying newly developed knowledge and skills to tackle real-world simulations (2, 3). One reason that case-based studies succeed is that they can provide intrinsic motivations and an alternate purpose for students to engage with the material. A more recent trend in pedagogy involves using game design elements to increase student engagement and motivation. Gamification is the application of game design (accruing points or badges, reaching significant levels of accomplishment, or other reward elements) in a non-game context to motivate or influence participation (1, 5). A natural extension of both of these methods is to gamify a case-based approach where a fictional scenario is presented for students to role-play as scientists using their developed skills to solve a complex problem. The typical microbiology laboratory, as described by the ASM Task Force, can easily incorporate game design elements without extensive modification of the exercises themselves. Instead, gamification involves structuring the lab in a way that gives the course a coherent and unified purpose. This ultimately allows the student to see how the principles and concepts of lecture and laboratory connect to real world situations.
format article
author Kevin Drace
author_facet Kevin Drace
author_sort Kevin Drace
title Gamification of the Laboratory Experience to Encourage Student Engagement
title_short Gamification of the Laboratory Experience to Encourage Student Engagement
title_full Gamification of the Laboratory Experience to Encourage Student Engagement
title_fullStr Gamification of the Laboratory Experience to Encourage Student Engagement
title_full_unstemmed Gamification of the Laboratory Experience to Encourage Student Engagement
title_sort gamification of the laboratory experience to encourage student engagement
publisher American Society for Microbiology
publishDate 2013
url https://doaj.org/article/c729ced585274de98bf406bbed6d14a7
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