Spotlight on SOTL: Where Gaming Meets Science – How Virtual Labs can Supercharge Learning

This article is based on the following research article:
Tsirulnikov, D., Suart, C., Abdullah, R., Vulcu, F., & Mullarkey, C. E. (2023). Game on: Immersive virtual laboratory simulation improves student learning outcomes & motivation. FEBS Open bio, 13(3), 396-407. https://doi.org/10.1002/2211-5463.13567
Have you ever considered using a virtual reality (VR) headset to teach hands-on lab skills? Dr. Felicia Vulcu and Dr. Caitlin Mullarkey, McMaster SoTL researchers in the Department of Biochemistry and Biomedical Sciences, used VR headsets and a 3D lab simulation to determine whether learner motivation and knowledge acquisition improved.
What did the researchers do and find?
Hands-on experience is a common method for learning in a lab setting. Gamification, using games to learn, is often employed to increase student motivation. In this study, a VR headset and the 3D lab simulation Labster were used to assess: 1) whether motivation to learn increased, and 2) whether students effectively learned through this method.
First-year students – mostly from the Faculties of Health Sciences and Engineering – were recruited to participate. They did a multiple-choice test before and after going through the simulation to determine how much students learned. They also provided feedback on their experience overall.
The majority of students found it easy to use the VR headset and go through the simulation. Despite a few concerns about eye strain and vestibular side effects, many participants were satisfied with the content of the simulation. There was also an increase in the test score from the pre-test to the post-test, signifying that participants were able to learn content through this method.
How might you use this research in your teaching?
As technology becomes more advanced and easier to access, educators may consider moving to 3D virtual simulations, to harness the benefits of this technology, such as:
- Increasing motivation to learn;
- Creating opportunities to conduct labs that otherwise may not be able to be performed due to a lack of resources; and
- Repeating labs multiple times to reinforce learning.
If you plan to incorporate VR technology, it’s important to keep in mind some potential drawbacks, such as eye strain and vestibular side effects. These can be mitigated by allowing for breaks throughout the simulation. Don’t have access to a VR headset? The Lyons New Media Centre has a VR room that can be booked for teaching and learning!
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