2023
DOI: 10.1108/jarhe-09-2022-0281
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Gamified virtual labs: shifting from physical environments for low-risk interactive learning

Abstract: PurposeThis paper presents two educational gamified virtual labs and investigates different methods of including gamified elements in virtual labs used for teaching. The purpose of this study is to investigate if immersive gamified virtual labs can be used as effective pedagogical tools by properly incorporating them into higher education curricula to assist low-risk active learning and student engagement.Design/methodology/approachThis research design comprises two gamified virtual labs including nine essenti… Show more

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Cited by 4 publications
(2 citation statements)
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“…Serious games are already being used for nursing education and after reviewing 7 nursing games suggest better graphics and entertainment for students, using simple serious game technology such as quizzes for learning (Min, Min, & Kim, 2022). Additionally, educators from higher education institutions have conducted studies and included gamified virtual labs in Biology and Chemistry education with gamified lab tasks to allow students to practice hazardous experiments in a risk-free way (Sanzana M. R., Abdulrazic, Wong, & Yip, 2023).…”
Section: Serious Games In Trainingmentioning
confidence: 99%
“…Serious games are already being used for nursing education and after reviewing 7 nursing games suggest better graphics and entertainment for students, using simple serious game technology such as quizzes for learning (Min, Min, & Kim, 2022). Additionally, educators from higher education institutions have conducted studies and included gamified virtual labs in Biology and Chemistry education with gamified lab tasks to allow students to practice hazardous experiments in a risk-free way (Sanzana M. R., Abdulrazic, Wong, & Yip, 2023).…”
Section: Serious Games In Trainingmentioning
confidence: 99%
“…Gamified virtual laboratories are effective pedagogical tools that enable educators to create participatory learning activities for students, thereby ensuring that all students are actively engaged in the learning continuum [30]. Prevailing analytical findings suggest that gamified virtual laboratories can potentially be a suitable pedagogical tool for promoting the critical thinking of students [31]. For example, through educational gamified virtual laboratories, we can expose students to learning content that cannot be demonstrated to them in real school settings such as how atoms and molecules are formed.…”
Section: Innovative Tools For Stem Educationmentioning
confidence: 99%