Evidence map›Paper›PMID 36723273›Full record

ArticleFEBS open bio2023

Game on: immersive virtual laboratory simulation improves student learning outcomes & motivation.

Danielle Tsirulnikov, Celeste Suart, Ream Abdullah, Felicia Vulcu, Caitlin E Mullarkey

Open access · goldAbstract read
In one paragraph

Article in FEBS open bio, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
17.0field-weighted citation impact, top 1% of its field
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed, 41 citations in OpenAlex.

  1. Trial
  2. Reimagining pharmacology education.Pharmacological reviews · 2026
    Review
  3. Article
  4. Article
  5. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 2 institutions in 1 country.

Danielle TsirulnikovBachelor of Health Sciences Program, Faculty of Health Science, McMaster University, Hamilton, ON, Canada.ORCID 0000-0002-4911-8021
Celeste SuartDepartment of Biochemistry and Biomedical Sciences, McMaster University, Hamilton, ON, Canada.ORCID 0000-0003-1949-9377
Ream AbdullahDepartment of Biochemistry and Biomedical Sciences, McMaster University, Hamilton, ON, Canada.
Felicia VulcuDepartment of Biochemistry and Biomedical Sciences, McMaster University, Hamilton, ON, Canada.
Caitlin E MullarkeyDepartment of Biochemistry and Biomedical Sciences, McMaster University, Hamilton, ON, Canada.ORCID 0000-0002-1844-8853
McMaster University · CAHamilton Health Sciences · CA

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The use of gamified learning interventions is expanding in postsecondary education as a means to improve students' motivation and learning outcomes. Virtual laboratory simulations have been used in science education to supplement students' learning, as well as to increase engagement with course material. Due to COVID-19, many instructors sought to replace or supplement hands-on 'wet-lab' work in an online environment. In this paper, we explored how the use of head-mounted display technology in two laboratory simulations impacts learner motivation and learning outcomes. We used a mixed-methods approach to analyze the experience of 39 undergraduate participants, examining test scores pre- and postsimulation, qualitative feedback, and quantitative experience ratings. The head-mounted display technology was described as easy to use, with eye strain identified as a common occurrence. Participants had increased test scores following the laboratory simulations, with no significant difference between simulation groups. Very positive self-reported measures of motivation and learner engagement were documented. Ninety-one percent of participants agreed that virtual reality laboratory simulation would be a good supplement to regular teaching modalities. Overall, our results suggest that immersive virtual reality laboratory simulations experienced through head-mounted display technology can be used to enhance learning outcomes and increase learner motivation.

Indexed as

COVID-19Virtual RealityHumansLearningMotivationStudentsgamified interventionslaboratory simulationslearning outcomesmotivationundergraduate educationvirtual reality

Identifiers

PMID36723273
PMCPMC9989934
OpenAlexW4318754518

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.