ArticleJournal of microbiology & biology education2021
Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction.
Article in Journal of microbiology & biology education, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 12 papers, 1 of them a synthesis that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
12 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Virtual or blended laboratories for healthcare students education: a systematized review.BMC medical education · 2025Pooled it
- A Large-Scale Multispecialty Evaluation of Web-Based Simulation in Medical Microbiology Laboratory Education: Randomized Controlled Trial.JMIR medical education · 2025Trial
- Reforming pedagogy in biotechnology pharmaceutics education: a narrative review of emerging teaching strategies.Frontiers in psychology · 2026Review
- Game-based learning in microbiology education: design and classroom use of MicroBioCombat.Access microbiology · 2026Article
- Microbiology at Home (M@H): an Online, Self-Paced Solution To Enhance Practical Skills in Foundation Microbiology.Journal of microbiology & biology education · 2023Article
- A Collaborative Metaverse based A-La-Carte Framework for Tertiary Education (CO-MATE).Heliyon · 2023Article
- Customized Virtual Simulations Provide an Interactive Lab Experience.Journal of microbiology & biology education · 2022Article
- Google Colab and Virtual Simulations: Practical e-Learning Tools to Support the Teaching of Thermodynamics and to Introduce Coding to Students.ACS omega · 2022Article
- Serious Games as a Method for Enhancing Learning Engagement: Student Perception on Online Higher Education During COVID-19.Frontiers in psychology · 2022Article
- An at-home laboratory in plant biology designed to engage students in the process of science.Ecology and evolution · 2021Article
- Increasing Engagement during Online Learning through the Use of Interactive Slides.Journal of microbiology & biology education · 2021Article
- Biology wet lab e-learning during and after the COVID-19 pandemic: A review of student learning and experiences.Biochemistry and molecular biology education : a bimonthly publication of the International Union of Biochemistry and Molecular BiologyReview
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
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.
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.