Games on Mobiles via Web or Virtual Reality Technologies: How to Support Learning for Biomedical Laboratory Science Education
Abstract
:1. Introduction
2. Background
2.1. Experiencing Demand for Digital Development in Education and the BLS Field
2.2. Possibilities Provided by SSGs
2.3. Existing Digital Solutions Supporting BLS Education
3. Study Design
3.1. mStikk
3.2. wStikk
4. Results
4.1. Choosing, Designing, Constructing, and Evaluating Apps and Technologies
4.2. Experimental Study
4.2.1. mStikk: User Experiences with Respect to Testing the Phlebotomy Learning Application on Mobiles
4.2.2. wStikk: User Experiences
5. Discussion
5.1. Interdisciplinary Initiatives and Technology Support in the BLS Environment
5.2. Technology Choice
5.3. Scaling up
6. Future Work
- (1)
- A need to support the initial adoption phase, including economic cost and knowledge of how to use the solution.
- (2)
- A plan for how the solution is to be updated and supported.
- Applications for mobile phones have the advantage of being portable, which makes it possible to practice the material in many situations, such as when taking a bus. They consider it very suitable as a complementary solution.
- Web games, on the other hand, achieve a bit more immersion and can make it easier to cooperate with others and integrate the technology into teaching situations, at the expense of reduced portability.
- Utilizing technologies such as VR and AR allows for more immersive experiences that can heighten the learning outcome if appropriately done, but this strategy is generally more expensive.
- Pipetting;
- Use of microscope;
- Blood culture testing;
- Capillary blood sampling.
7. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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wStikk | Experience Web vs. Mobile vs. Virtual Reality (VR) | |
---|---|---|
Teachers | Very positive, great to activate students during lectures and self-study. Missing: experiences to handle common mistakes, e.g., choosing the wrong type of tube labeling, wrong orders of tubes, and poor hand hygiene. It is desirable to have videos or animations visualizing the consequences of wrong decisions. | The web app is good for self-study and lectures, though the portability of a mobile device is possibly a great advantage. The immersion and possibilities of specialized haptic equipment made VR very interesting, though some skepticism was voiced regarding affordability and knowledge of how to use it. There were concerns regarding updates and support of equipment. |
Expert students | Positive towards using the application as supplementary learning opportunities. Wished to initially use the app in the classroom before practicing the procedure. Positive attitudes towards gamification, especially with respect to learning from failures. | Positive towards game-based learning in general. The web version has the advantage of a bigger screen, a mobile device has portability, and VR has immersion and specialized interaction. Regarding when the app is introduced in the educational context, they would appreciate it both at the beginning of the education and additionally as applications available when practicing the procedure later on. |
Novice students | Very positive towards this kind of web-based learning. Positive, in general, for technology support. | Some preferred mobile portability while others preferred the bigger screen available for the web version. Positive towards VR if controls are customized, but a bit skeptical regarding lack of portability. |
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Frøland, T.H.; Heldal, I.; Sjøholt, G.; Ersvær, E. Games on Mobiles via Web or Virtual Reality Technologies: How to Support Learning for Biomedical Laboratory Science Education. Information 2020, 11, 195. https://doi.org/10.3390/info11040195
Frøland TH, Heldal I, Sjøholt G, Ersvær E. Games on Mobiles via Web or Virtual Reality Technologies: How to Support Learning for Biomedical Laboratory Science Education. Information. 2020; 11(4):195. https://doi.org/10.3390/info11040195
Chicago/Turabian StyleFrøland, Tord Hettervik, Ilona Heldal, Gry Sjøholt, and Elisabeth Ersvær. 2020. "Games on Mobiles via Web or Virtual Reality Technologies: How to Support Learning for Biomedical Laboratory Science Education" Information 11, no. 4: 195. https://doi.org/10.3390/info11040195
APA StyleFrøland, T. H., Heldal, I., Sjøholt, G., & Ersvær, E. (2020). Games on Mobiles via Web or Virtual Reality Technologies: How to Support Learning for Biomedical Laboratory Science Education. Information, 11(4), 195. https://doi.org/10.3390/info11040195