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LABSTER – VIRTUAL LABORATORY SIMULATIONS
Objectives
“Empowering the
next generation of scientists
to change the world”
Meeting societal and economic challenges
There is a significant social challenge in that many young people today largely perceive science
careers as boring and inferior to other career paths. Key reasons can be found in the lack of focus on
exciting real-world applications of science and the predominance of traditional teaching methods far
removed from young people’s daily lives – i.e. often dominated by online presence, games and
technology.
A major economic challenge for educational institutions and society is that institutions are facing
economic pressure. High cost laboratory equipment is a prohibiting factor to education institutions’
continued growth and their ability to reduce the gap between academic studies and career
development. A large number of institutions are removing laboratory experiments when faced with
budget limitations, causing a severe impact on student skill development, and leads to graduates
lacking essential skills for work in their intended industries.
Real life engagement
Disruptive innovation is required to tap the vast potential for increasing learning outcomes and
motivation at scale, while significantly reducing costs. The music and movie industry have undergone
significant disruption due to technological advances, and many experts, researchers and politicians
now foresee a similar disruption in the education industry mainly driven by new players in the field.
Labster has collaborated with secondary schools and universities in order to:
Motivate and engage an increasing number of students to engage with science related
studies and careers.
Use photorealistic virtual laboratories and gamified simulations to bring students into a
learning environment that requires complex, creative and competitive problem solving.
Approach
“Bringing together the disciplines of technology advancement,
evidence based product development
and needs led content development”
Gamified Laboratory Simulations for Higher Learning Outcomes and Motivation
Labster is a laboratory simulator accessible in any web-browser or tablet, where students engage
with STEM experiments. Labster simulates a fully equipped laboratory that students are rarely able
to access in real life. Whether used in theoretical courses or in order to support lab courses, Labster
has been documented to enhance the learning efficiency, and increase student motivation (Bonde et
al. Nature Biotechnology, 2014).
Labster: Gamified Laboratory Simulations used at universities and high schools to improve learning
outcomes and motivation while reducing costs. Students can interact with advanced equipment such as
microscopes, Next Generation sequencing equipment and spectrophotometers, and perform experiments by
interacting in a game-like environment.
In the Labster CSI case, students pick up evidence in a
crime scene to analyse in the lab simulator. Most cases
contains “real world scenarios” that increases
motivation and relevance. Other examples include
diagnosing a cancer patient, drug development and
food poisoning.
In Labster, Students can perform costly and time-
consuming experiments. Here an animal
experiment that is most often too expensive
and/or unethical to do for educational purposes
is performed
Quiz questions increase students learning, and as part
of an R&D project we are currently impementing
adaptive learning algorithms to adapt the difficulty level
to the individual student
Interactive 3D animations illustrates what
happens at the molecular level of the
experiment, which is invisible to the naked eye in
a real lab
Labster includes a teacher and student dashboard to
monitor performance and suggest what to revise
The Labster modular lab architecture allows
efficient development and customization
Labster collaborate with leading universities such as MIT, Stanford and Berkeley to ensure that all
aspects of 3D science education software, case study development, gamification, academic
measurement and adaptive learning platforms simulates real-life work as a scientist. Trials and tests
that involve teaching staff and students is also part of ensuring that the laboratory simulations
contribute effectively towards lesson plans and contribute with knowledge and skills that meet
learning goals.
Impact/Results “Leverage technology to create scalable
science education software with increased
learning outcomes and motivation”
Labster’s research and development has led to significantly increased learning outcomes and
student motivation by combining cutting-edge technologies, including gamified 3D laboratory
simulations, adaptive learning algorithms, emotion recognition, and virtual reality with theories from
cognitive, developmental, and career psychology. Labster has created a scalable product that
develops and retains interest in STEM (Science, Technology, Engineering and Mathematics) studies
and careers, enhances motivation and learning outcomes for young people in secondary schools and
universities, as well as increasing the likelihood of choosing science courses and life-long careers
within this field. Labster has enabled a transformational change of science education -
From:
Motivational difficulties through traditional study and lecturing methods.
To:
Fully engaged students during one of Labster’s introductory sessions at Aarhus University, Denmark.
Recent studies by the partners of this project published in Nature Biotechnology (Bonde et al. 2014)
showed that students who used gamified laboratory simulations had 76 % higher learning
effectiveness compared with traditional teaching. Furthermore, 97 % stated that the course content
was more interesting when working with gamified simulations and 51 % stated that they would be
more interested in pursuing a career within science after having used the gamified laboratory
simulations.
“After six hours of learning, you might be a bit tired. But at this lecture at 2 PM, all 250 of my students
were ready with their computers on, eager to learn and so excited! The Labster session went really
well: From the built-in user statistics and the feedback I have gotten from my students, I see that using
Labster has been a very positive experience for them, and that they have learned a lot from it.”
Lise Lotte Hansen, Lecturer at Aarhus University, Denmark
Engagement
“Students get exposed to near reality experiences of working in the science field
not available through traditional IT and online-based education”
The virtual laboratory simulations directly support the core STEM learning goals, and thus teachers
will be able to integrate them directly into their teaching without needing any extra time.
Independent research studies show that the blended learning through Labster’s virtual laboratories
and lectures increases learning outcomes. This improvement is in contrast to learning acquired
through lectures alone. The laboratory simulations adds a new dimension to science education as
students get close to real life scenarios and laboratory work – a key contextual component that
cannot be added through traditional educational methods alone.
The most recent research has concluded that digital games and simulations have the potential
to combine learning and assessment, and that this combination is essential for optimal
advancement in the field of education (Gordon Commission, 2013). In science, digital games and
simulations enable learners to see and interact with representations of natural phenomena that
would otherwise be impossible to observe as well as other benefits (de Jong, 2013). The
Learning Science through Computer Games and Simulations report the US National Research
Council stated that in “any newly-emerging field, there is a tension between development and
research. Creative game designers unfamiliar with education research focus on developing new
games and rarely study the effectiveness of their products, whereas cognitive scientists develop
games or simulations for the specific purpose of investigating their effects on learning”. Labster
is currently working with researchers in Europe to bridge the gap between the need to innovate
and the need to do so with an eye for effectiveness. Labster’s ongoing partnership work with
cognitive behaviour and psychology researchers together with user-orientated co-creation with
students and teaching staff will increase the ability to improve the impact achieved through the
laboratory simulations.