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Gamification of Lab Research to Improve Access to Scientific Career Exploration
Author(s) -
Hallenbeck Kenneth,
Preedom Ken
Publication year - 2021
Publication title -
the faseb journal
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.709
H-Index - 277
eISSN - 1530-6860
pISSN - 0892-6638
DOI - 10.1096/fasebj.2021.35.s1.03079
Subject(s) - diversity (politics) , demographics , career pathways , psychology , medical education , undergraduate research , pedagogy , sociology , medicine , demography , anthropology
Students who have hands‐on experiences with science career outcomes are more likely to consider those careers for themselves. Expanding access to scientific career explorations for students during the middle school and high‐school years would increase the number and diversity of students who pursue research careers. However, the demographics of current research professionals are an inherent barrier: research positions are occupied disproportionately by white men. Students who engage in scientific career explorations are therefore less likely to encounter a role model from an underrepresented demographic, perpetuating and reinforcing preconceived notions about what scientists look like. To overcome this fundamental limitation, we have developed a digital 3D game in a laboratory setting with the aim of creating an engaging lab experience accessible to all students. Using modern gamification techniques, we have crafted gameplay emphasizing the day‐to‐day experience of biochemistry lab research. While interest in educational games has surged in the last decade, little has been reported about the impact of educational video games on student career outcomes. We are now partnering with science educators across the country to design and implement studies to asses the impact of our game on student career intent.

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