<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification Approach to the Creation of Virtual Laboratory Works and Educational Courses</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Taras Shevchenko National University of Kyiv</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ukraine</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kharkiv National University of Radio Electronics</institution>
          ,
          <addr-line>Kharkiv 61166</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute”</institution>
          ,
          <addr-line>Kyiv 03056</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <volume>2533</volume>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Despite the problems of obtaining educational information in elearning have been successfully solved, the problem of the development of laboratory work remains relevant, especially under quarantine conditions. Preparing high-quality virtual laboratory work is a time-consuming task, especially for the natural sciences. E-learning laboratory work types are mainly remote and virtual. Two scenarios have been investigated in detail: 1 Adaptive Interaction with Virtual Devices. 2-Gamification with simulation and 3D graphics. Implementation of animations and interactive game scripts not only simplifies and accelerates student preparation but also provides concentrated learning. The article presents the results of comparative analysis of created virtual laboratory works using data of real measurements, models, 3D graphics and interactive adaptive scenarios. The advantages and benefits of gamification in laboratory work to improve the learning process are discussed. The immersive learning environment has been demonstrated to make it much more effective to interact with virtual objects and tools for the researcher. Automatic methods of operation, especially with sophisticated and unique equipment have been implemented. This provides an opportunity to interact more effectively with virtual laboratory objects and instruments.</p>
      </abstract>
      <kwd-group>
        <kwd>Virtual Device</kwd>
        <kwd>Virtual Laboratory Activity</kwd>
        <kwd>Remote Labs</kwd>
        <kwd>Computer Based Support</kwd>
        <kwd>Cognitive Activity</kwd>
        <kwd>Adaptive Model</kwd>
        <kwd>Visualization</kwd>
        <kwd>Interactivity</kwd>
        <kwd>Gamification</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        In recent years, a new way of utilizing games in education has appeared and it is
called gamification. The term was created by Nick Pelling back in 2002, but it was
not until 2010 that gamification itself became well known and embraced [
        <xref ref-type="bibr" rid="ref1 ref2">1-3</xref>
        ]. The
definition of “gamification” is using for the application of game mechanisms in
nongaming environments. The main goal of this approach is to strengthen the
processes and experiences of those involved through motivation and engagement [4].
One of the problems of modern education is the lack of motivation for students to
learn natural sciences. Therefore, teachers trying to use new computer technologies
and approaches to provoke students’ activity and motivate them to participate in
learning. The appropriate solution, in this case, is the application of game elements in
the learning process. Gaming is now being used as a learning medium to educate
students in many different disciplines and the educational community has begun to
explore the effectiveness of gaming as a learning tool [5].
      </p>
      <p>The purpose of this work was to reveal that the advantages of the gaming industry,
such as interest, immersion in the gameplay can and should be conducted into the
learning process.</p>
      <p>The practical significance of the work is to use real data of high-tech equipment
with a combination of interactive gaming scenarios to perform simulation subroutines
behavior.</p>
      <p>This approach with the implantation of a special system of awards, competitions
and ratings, based on the use of game elements in the educational process, increases
the motivation of students for participation and activity [6].
2</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>The idea of using game elements in non-game contexts to motivate and increase
user activity. The historical origins of this term concerning its predecessors and
similar concepts are formulated in [7]. It is suggested that gamified software gives an idea
of new gaming phenomena. Such digital, serious games can be defined as "any form
of interactive computer gaming software and full games for non-entertainment
purposes".</p>
      <p>Gamification directly related to knowledge and skills affecting students' behavior,
commitment and motivation. It can lead to improved knowledge level and skills [8].
In [9] a theoretical model is offered that explicates the dynamic interrelationships
among learners' problem representation, motivation (i.e., interest, competence,
autonomy, relatedness, self-determination, and self-efficacy), and engagement.</p>
      <p>Findings of this study suggest that learners' motivation determines their
engagement during gameplay, which in turn determines their development of complex
problem-solving competencies.</p>
      <p>Findings also suggest that learner’s motivation, engagement, and problem-solving
performance are greatly impacted by the nature and the design of game tasks.</p>
      <p>The gamification approach is also important for interactive lecture-demonstrations
and virtual laboratory works development.</p>
      <p>Gamification uses only some game elements instead of the entire game and focuses
to design features such as badges, levels and leaderboards. As elements can be used
personal elements (badges, levels, time constraints) and social elements (competition,
cooperation, sharing achievements) [10].</p>
      <p>Using these elements can lead to a successful gamification strategy [11]. There are
eight core drives in human motivation: Accomplishment, Meaning, Empowerment,
Ownership, Social Influence, Scarcity, Unpredictability, Avoidance.</p>
      <p>A 5-step model for gamification instructions is described in [12]: Understanding of
the target, audience and context, Definition of learning objectives, Structure of the
experience, Identification of the resources, Application of the gamification elements.</p>
      <p>The first two steps are basic to any educational design. Structuring the experience
includes the development of the stages with own learning objectives. There are many
different types of games, making it difficult to give a precise definition of the game
[13]. However, games can largely be defined by the following characteristics:
─ Rules. Games are activities that have rules that are different from everyday life.</p>
      <p>These rules generally exist to define the scope of the player’s choice of actions
throughout the game.
─ Feedback systems. Much of a game’s interactivity relies on its feedback system,
which is often instant.
─ The consequences of a player’s actions are usually presented immediately on
taking the action.
─ Goals. A game’s goal, or victory condition, are clearly defined and unambiguous.</p>
      <p>Often games have several mini-goals which yield points towards the ultimate goal,
that of victory, but in nearly all cases the path to victory is clear and known to all
players.</p>
      <p>Concentrated learning is a technology of the organization of the educational
process, which involves the students mastering a large amount of educational information
without increasing the amount of study time by changing the mechanisms of its
assimilation, information structure, forms of its presentation [14].</p>
      <p>The main basis of the method is the idea of the holistic perception and
understanding of the student throughout the training course in the short term. It is achieved,
firstly, by a concentrated study of one subject in the short term - this is immersion - and,
secondly, by repeated four times during the study of such immersion at a higher level
- from oriented to creative.</p>
      <p>Coupled with new approaches in education and particularly gamification this
presents opportunities for new forms of assessment that may provide a more accurate
picture of students’ achievements. The design of authentic assessment tasks is
becoming increasingly important as education moves away from moribund classroom-based
approaches to more authentic learning.</p>
      <p>Virtual laboratory works (VLW) and simulators are the important initial step in the
STEM (Science, Technology, Engineering and Mathematics) training. Students must
have practical experience with real equipment [15]. VLW is a computer program that
allows performing experiments and getting results without using real laboratory
installations and instruments [16].</p>
      <p>The interactive model of the laboratory setup, including virtual instruments and
tools, was described in VLW, which involves the mathematical modeling, can be
considered a virtual simulator [17, 18, 19]. Computer support of the educational
process provides opportunities for independent activities of students and their work in
classrooms and laboratories.</p>
      <p>Therefore, it allows stating that further improvement of the programs of VLW by
adding the elements of a real experiment with gamification approach and instrumental
errors, diversifying model of investigation and taking into account the principles of
didactics enable the creation of VLW that are very similar to real ones [20].</p>
      <p>There are many projects for the development of VLW in natural science.
Laboratory work for cloud electronic learning environments with algorithms and methods for
protecting information between devices using combined communication channels and
embedded systems is discussed in [21].</p>
      <p>Electronic laboratory work in medicine using data exchange in cloud
environments, computer-aided analysis with real-time visual monitoring is described in [22].
The main aims are the development, testing, implementation and distribution of
educational modules, teaching methods and pedagogical strategies based on the use of
virtual devices in various fields of science (physics, chemistry, biology) to help
students get through the availability of virtual tools in classes.</p>
      <p>Virtual instruments combined with dynamic models of physical laws allow
simulating learning skills in a virtual lab, for instance, TEALSIM [23, 24]. But all of these
projects don't use the gamification approach and don't motivate students to the
educational process.</p>
      <p>The main objectives of the research are the presented VLW on natural science with
modeling of dynamics of physical processes and some studies of gamification in IT
educational courses for providing the highest standards of e-learning.
3
3.1</p>
    </sec>
    <sec id="sec-3">
      <title>Methods</title>
    </sec>
    <sec id="sec-4">
      <title>Interactivity and interdisciplinary approaches</title>
      <p>To improve methods of virtual laboratory work wide use of interactivity with the
implementation of the principles of interdisciplinary approaches to learning is
required. In the case of laboratory work, the essence of these approaches is to diversify
ways of virtual laboratory work on each step, the presence of self-control and
methods of evaluation of results. During laboratory work, students have to fulfill a task of
conscious choice and means of experiment operation. This may be the choice from
the available list of virtual instruments and conditions of the experiment. An adaptive
model scenario of the virtual electronic laboratory work is shown on Fig. 1.</p>
      <p>Methods of visual interaction, methods of modeling and data collection have been
also implemented for virtual laboratory development.</p>
      <p>Results. Realization of VLW, examples of created VLW and modeling of virtual
measurements were presented in [19, 20].
3.2</p>
    </sec>
    <sec id="sec-5">
      <title>Software system for VLW</title>
      <p>Games and the game's elements are included in the education process and
educational software systems, to ensure the interest and participation of students. It means
that game mechanics,rewards and group tasks remain the core-teaching tools. In a
result of our research, a number of VLW have been developed. As an example, we
will discuss VLW of modern Semiconductor Physics and Nanoelectronics.
Laboratory work based on automated research installation [19].
3D-scientific visualization is used to illustrate complex schemes. The developed
simulator interface is completely identical to be used in the real hardware (Fig. 2).</p>
      <p>The number of research efforts can be fixed by the tracking system and game's
elements such as incremental progression, instant feedback, status and visibility,
collective responsibility, leaderboards, rankings. All of them affect the final assessment.</p>
      <p>Each question has an individual rating and weight coefficient, which helps to track
the level of practice on the topic. For the scenario, the complexity of the game's levels
is to be taken for the test results. The introduction of gamification in a laboratory
workshop allows us to create a clear sequence of implementation, a clear number of
iterations and the number of iterations of student error corrections in feedback with
the teacher. This approach provides a simple understanding of the accumulation of
points for the implementation of the stages of practical and laboratory work, the
assessment of the individual student rating when performing work in a group of
students. This allows you to create a transparent system for assessing courses with
laboratory and practical work.</p>
    </sec>
    <sec id="sec-6">
      <title>Game simulators for educational process</title>
      <p>At Kharkiv National University of Radio Electronics, was created the “GameDev
Lab” game development laboratory for providing students with knowledge about
game design, programming, AI systems in games and for learning courses creation
with a gamification approach created virtual laboratory works based on games for
students of different ages for getting them new skills in different areas.
“Safe Laboratory” (Fig. 3) is based on UE 4, Visual Scripting System Blueprint, C
++, platform - Mobile AR platforms.</p>
      <p>This application is gamification of chemistry laboratory work for students using
augmented reality technologies, is using in the labs for first-year students on modeling
chemical reactions, because it gives visual clarity for better understanding and
carrying out chemical experiments and simulations of chemical phenomena, after studying
the theory, the student is asked to answer several questions on topics.</p>
      <p>AR technologies will make it possible to reduce the cost of laboratory and practical
work, and will also make them safe and interesting. In addition, it will provide an
opportunity for distance learning for people with special needs, specifically student
with the special needs could use distance-learning platform for getting access to
virtual laboratory, to the educational process and making and pass exercises without
visiting university.</p>
      <p>Besides, the student must complete laboratory work and practical assignments
using this application. Using it, the student can get the right result in different ways,
especially in assignments where it is necessary to obtain different chemicals in
chemical reactions.</p>
      <p>The student as well as the teacher can see their rating and level of knowledge on
each topic. This allows you to find topics that have not been thoroughly studied and to
get recommendations from the teacher on what else to work on.</p>
      <p>This approach differs significantly from the different types of testing, as it has
several ways of implementing and obtaining the correct results when performing
practical and laboratory work based on the theoretical knowledge that the student possesses.
Each task has its rating and weight factor, which helps to track the level of
preparation on the topic.</p>
      <p>“Great Way” is application based on Unity3d, C#, platform - Android, iOS. The
application helps students to acquire additional knowledge in agile technology, form
the basic skills of the economy and to develop memory. The player repeats the signals
coming from other semaphore towers, trying to transmit a packet of messages faster
than they are delivered. The game allows developing memory and forming the basic
skills of economics.</p>
      <p>“Fragile World” is an application based on UE 4, Visual Scripting System
Blueprint, C ++, platform -Windows PC. The application develops logical thinking in the
player, the basics of economics knowledge, methods of constructing the optimal
strategy, minimizing risks and maximizing profits. It is based on the classic party RPG
with turn-based battles.</p>
      <p>A “Great Way” and a “Fragile World” are used in laboratory work on economics
for students who simulate various economic models and engage in business planning
taking into account risk and profit assessment.</p>
      <p>All these applications have as the main goals to give new knowledge and skills to
the students of different ages and motivate them to involve in the study process. The
games we developed refer to the following sections: physics, chemistry, economics
and information technology.</p>
      <p>The highlight of these games is not the entertainment component, but the
involvement of students in the learning process. These examples are part of the laboratory
works that are used in the educational process for students. These laboratory works
are an integral part of the virtual laboratory of training courses in physics, chemistry,
and economics.</p>
      <p>The use of gamification approaches within the framework of VLW allows
simplifying the process of teaching students and understanding complex processes and
phenomena, motivates students to perform activities, and also allows introducing a simple
and clear assessment system for completed tasks.</p>
      <p>All applications were created within different projects by the university specialists,
IT companies’ staff and implemented as pilot courses in the educational process for
students.</p>
      <p>The study was conducted in the different faculty where were implemented these
courses in the 2018–2019 academic year.</p>
      <p>The sampling method was purposeful sampling. The main reason for choosing the
working group was that they had already taken these courses, and the questions used
in the gamification applications are about chemistry, physics and economy for
students.</p>
      <p>The main game elements were implemented in these courses: stating goals and
objectives (how to complete mission and take more points); student participation (restart
points and some possibilities); assessment (points and additional opportunities for
reassessment); feedback (progress bars, warnings); cooperation/collaboration (Teams,
social interaction, competition, communication ways, helping others).</p>
      <p>In the design of an environment, these game elements used to engage students in
the instructional process we have used using outcomes and certified methodologies of
Tempus Project “A Network for Developing Lifelong Learning in Armenia, Georgia
and Ukraine” such as Design of LLL programs, LLL Monitoring Model, Course
Evaluation Template for estimation of quality assurance [25].</p>
      <p>The result of the student’s questionnaire presented some benefits of gamification
for 500 students: increase of motivation 79%, observation of other students’ learning
92%, the permanence of the learning process during the course 84%, time-saving
85%, collaboration in groups 91%, rivalry/competition 86%, the attractiveness of
technology 100%, consolidation of learning 100%.</p>
      <p>As negative aspect, we received answers from 21% respondents who did not feel
increasing of motivation. It related with that these courses use applications are based
on some technology and gamification approach, the technological problems have
affected to the educational process.</p>
      <sec id="sec-6-1">
        <title>Support for educational process</title>
        <p>Demonstration of the capacity to apply knowledge and
perform specific tasks
Demonstration of knowledge and skills regarding
decision making</p>
      </sec>
      <sec id="sec-6-2">
        <title>Development skills or knowledge</title>
      </sec>
      <sec id="sec-6-3">
        <title>Promotion of collaborative work and group problem solving Provision of information on student progress toward the attainments of goals</title>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Conclusions</title>
      <p>Under quarantine, universities have to switch on-line laboratory activities. It is
almost impossible to do with sophisticated equipment, without virtual laboratories or
simulators. It allows students to continue research and experimental studies in
compliance with quarantine requirements and appropriate social distance. Visualization of
laboratory work allows us to ensure the educational process without loss of quality
and time, and also allows students to acquire additional practical knowledge in a
virtual laboratory.</p>
      <p>During the classes in the virtual science laboratory, students' motivation for the
learning process was increased. The developed software has helped students improve
critical thinking and problem-solving skills. It has been found that game scripts and
3D visualization of complex phenomena and processes provide an opportunity to
interact more effectively with virtual devices and activate the student's mechanism for
memorizing new knowledge.</p>
      <p>Gamification is a tool to encourage students to master knowledge level.
Virtualization of training experiments in laboratory work using computer graphics makes it
possible to simplify the learning process and make it more evident and adaptive due
to the gradual complication of exposure, especially when previous images are stored
and subsequent ones become more complicated.</p>
      <p>The results demonstrated the potential of using gamification techniques in
promoting learners’ motivation, engagement, and performance, mainly by establishing a
comparative learning environment that influences how a student learns, not
necessarily the context in itself. This includes creating an interesting statement among students
that encourage them to be more engaged with the learning task, thus increasing their
interest and motivation. Understanding how gamification techniques affect the
behavior of learners can help researchers and instructors to select suitable techniques for
their students.</p>
      <p>This understanding is vital for context’s designers where they need to choose the
suitable gamification interventions that can stimulate students during the discussion
session. In addition, it is important for students to be instructed about the application
of the gamification approach before they engage in the discussion. Previous studies
seem to provide poor guidance to future researchers about the suitability of
gamification techniques for achieving a certain learning objective. Providing enough
knowledge about these issues is vital to understand the role of gamification in
education.
http://ezproxy.liberty.edu:2048/login?url=http://search.proquest.com/docview/1658221210
?accountid=12085.
3. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to
gamefulness: defining “gamification.” In: Proceedings of the 15th International Academic
MindTrek Conference on Envisioning Future Media Environments - MindTrek ’11. p. 9. ACM
Press, Tampere, Finland (2011). https://doi.org/10.1145/2181037.2181040.
4. Fleischman, K., Ariel, E.: Gamification in Science Education: Gamifying Learning of
Microscopic Processes in the Laboratory. CONTEMP EDUC TECHNOL. 7, (2016).
https://doi.org/10.30935/cedtech/6168.
5. Karagiorgas, D.N., Niemann, S.: Gamification and Game-Based Learning. Journal of
Educational Technology Systems. 45, 499–519 (2017).
https://doi.org/10.1177/0047239516665105.
6. Papastergiou, M.: Digital Game-Based Learning in high school Computer Science
education: Impact on educational effectiveness and student motivation. Computers &amp; Education.
52, 1–12 (2009). https://doi.org/10.1016/j.compedu.2008.06.004.
7. Kapp, K.M.: The gamification of learning and instruction: game-based methods and
strategies for training and education. Pfeiffer, San Francisco, CA (2012).
8. Huang, W., Ho, J.C.: Improving moral reasoning among college students: a game-based
learning approach. Interactive Learning Environments. 26, 583–596 (2018).
https://doi.org/10.1080/10494820.2017.1374979.
9. Eseryel, D., Ifenthaler, D., Ge, X., Miller, R.: An investigation of the interrelationships
between motivation, engagement, and complex problem solving in game-based learning.
Educational Technology &amp; Society, 17(1). pp. 42–53 (2014).
10. Caponetto, I., Earp, J., Ott, M.: Gamification and Education: a Literature Review.
Proceedings of the 8th European Conference on Games-Based Learning - ECGBL 2014. 1.
pp. 50-57 (2014).
11. Coronado Escobar, J.E., Vasquez Urriago, A.R.: Gamification: an effective mechanism to
promote civic engagement and generate trust? In: Proceedings of the 8th International
Conference on Theory and Practice of Electronic Governance - ICEGOV ’14. pp. 514–
515. ACM Press, Guimaraes, Portugal (2014). https://doi.org/10.1145/2691195.2691307.
12. Wendy Hsin-Yuan Huang and Dilip Soman: A Practitioner’s Guide o Gamification оf
Education.- Roman School of Management. 29p. (2013)..
13. Humphreys, P.: The philosophical novelty of computer simulation methods. Synthese. 169,
615–626 (2009). https://doi.org/10.1007/s11229-008-9435-2.
14. Baun, J.T.: Concentrated Learning: A Linear Approach to Knowledge for Higher
Education. In: Layne, P.C. and Lake, P. (eds.) Global Innovation of Teaching and Learning in
Higher Education. pp. 13–26. Springer International Publishing, Cham (2015).
https://doi.org/10.1007/978-3-319-10482-9_2.
15. Potkonjak, V., Gardner, M., Callaghan, V., Mattila, P., Gütl, C., Petrović, V. M., &amp;
Jovanović, K.: Virtual laboratories for education in science, technology, and engineering: A
review. pp. 309-327. Computers &amp; fluids, 95 (April 2016).
16. Chodos, D., Stroulia, E., King, S.: Developing a virtual-world simulation. In: Proceeding
of the 3rd workshop on Software engineering in health care - SEHC ’11. p. 71. ACM
Press, Waikiki, Honolulu, HI, USA (2011). https://doi.org/10.1145/1987993.1988007.
17. Jebeile, J.: Explaining with Simulations: Why Visual Representations Matter. Perspectives
on Science. 26, 213–238 (2018). https://doi.org/10.1162/POSC_a_00273.
18. Boumans, M.: Visualisations for Understanding Complex Economic Systems. In: Bissell,
C. and Dillon, C. (eds.) Ways of Thinking, Ways of Seeing. pp. 145–165. Springer Berlin
Heidelberg, Berlin, Heidelberg (2012). https://doi.org/10.1007/978-3-642-25209-9_7.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Kim</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          (
          <article-title>2015a) Gamification: Examples, definitions, and related concepts</article-title>
          .
          <source>Library Technology Reports</source>
          <volume>51</volume>
          (
          <issue>2</issue>
          ):
          <fpage>10</fpage>
          , Retrieved from http://ezproxy.liberty.edu:2048/login?url=http://go.galegroup.com.ezproxy.liberty.
          <source>edu:204</source>
          <volume>8</volume>
          /ps/i.do
          <article-title>?id=GALE%7CA419412774&amp;v=2.1&amp;u=vic_liberty</article-title>
          &amp;it=r&amp;p
          <source>=GRGM&amp;asid=c340 d1e6054d521a5a0d758796d6cf73.</source>
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Kim</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          <article-title>The popularity of gamification in the mobile and social era</article-title>
          .
          <source>Library Technology Reports</source>
          ,
          <year>2015</year>
          ,
          <volume>51</volume>
          (
          <issue>2</issue>
          ):
          <fpage>5</fpage>
          -
          <lpage>9</lpage>
          . Retrieved from
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>