Designing Virtual Laboratories
Decarboxylation Reactions, Vacuum Distillation and Virus Identification by PCR
in the Lablife3D Second Life Laboratory
Tuomas Kangasniemi
1
, Sebastian Olkinuora
2
, Pekka Joensuu
1
, Olli Natri
2
, Pekka Qvist
3
,
Martti Ketola
3
, Jaana Brusin
2
, Hanna Virtanen
2
, Marko Närhi
2
, Reija Jokela
1
, Eero Palomäki
4
,
Hannu Tiitu
5
, and Katrina Nordström
2
1
Department of Chemistry, Aalto University School of Chemical Technology, Kemistintie 1, 02150 Espoo, Finland
2
Department of Biotechnology and Chemical Technology, Aalto University School of Chemical Technology,
Kemistintie 1, 02150 Espoo, Finland
3
Metaverstas Ltd., Löytänänkatu 2 C 16, 20540 Turku, Finland
4
Department of Industrial Engineering and Management, Aalto University School of Science,
Otaniementie 17, 02150 Espoo, Finland
5
Department of Mathematics and Systems Analysis, Aalto University School of Science,
Otakaari 1 M, 02150 Espoo, Finland
Keywords: Virtual Worlds, Virtual Laboratory, Laboratory Simulation, Second Life, Engaged Learning, Usability
Testing, Heuristic Evaluation, Design Process, Student Evaluation, Lablife3D, Decarboxylation, Vacuum
Distillation, Enterovirus, Reverse Transcriptase PCR, Organic Chemistry, Molecular Biology.
Abstract: Practical skills are one of the core competencies in technology, engineering and the natural sciences.
However, the busy curriculum in many universities lacks space and time for the learning-by-doing
experience to mature. Therefore, we have designed and implemented a virtual laboratory, LabLife3D, to
Second Life, to bridge the gap between theory and practice. To date, we have designed five virtual
laboratory exercises in the biological sciences and chemistry there: a virus isolation experiment, a laboratory
safety tutorial, organic chemistry simulations on (a) decarboxylation reactions and (b) vacuum distillation,
and a molecular biology simulation on identifying a virus with polymerase chain reaction (PCR). This paper
presents their design process and outlines their contents. General design objectives in virtual laboratories are
also discussed, along with laboratory simulations in Second Life by other groups. All the exercises have
been designed in accordance with content-specific learning goals and outcomes, which are discussed. In
addition to creation of contents, we have also recently studied the usability of our simulations and conducted
a student assessment. Preliminary results of the student assessment are presented.
1 MOTIVATION
Three-dimensional (3D) virtual worlds represent
recent developments in information technology and
they will undoubtedly become significant learning
spaces for future student generations, the so-called
“Millennials” or “Digital Natives”. Evidently,
though, virtual worlds have not gained as much
attention in university education as have other
professional computer applications, the social media
or user-generated encyclopaedias. Moreover, 3D
worlds are often not recognized as a specific entity.
Rather, they are often referred to as only a part of e-
learning, which has caused some of the interest in
the more exciting applications of 3D virtual worlds
to stagnate.
3D virtual worlds and other virtual learning
spaces are best understood as an alternative, not a
replacement, to face-to-face communication and
traditional teaching methods. They have many
significant advantages compared to solely real-life
learning spaces, some of which include the
following:
1. Virtual worlds are extremely flexible, allowing
661
Kangasniemi T., Olkinuora S., Joensuu P., Natri O., Qvist P., Ketola M., Brusin J., Virtanen H., Närhi M., Jokela R., Palomäki E., Tiitu H. and Nordström
K..
Designing Virtual Laboratories - Decarboxylation Reactions, Vacuum Distillation and Virus Identification by PCR in the Lablife3D Second Life Laboratory.
DOI: 10.5220/0004353606610672
In Proceedings of the 5th International Conference on Computer Supported Education (CSEDU-2013), pages 661-672
ISBN: 978-989-8565-53-2
Copyright
c
2013 SCITEPRESS (Science and Technology Publications, Lda.)
buildings and equipment to be placed, modified,
expanded, and moved as needed.
2. Virtual worlds can be accessed at any time, and
without real-life risks such as biological or
chemical hazards.
3. Virtual worlds have low cost of operation and no
cost at all for failed experiments. Furthermore,
they allow repeating and rerunning the exercises,
an important part of learning, for free.
Consequently, thousands of educators are
currently exploring and using virtual worlds, of
which Second Life has received most attention.
Hundreds of colleges and universities, including
Aalto University, have purchased and developed
their own private islands in Second Life. It is a
multi-user virtual environment developed by Linden
Lab, mimicking real-life situations, with users
represented by 3D characters called avatars.
2 BACKGROUND
2.1 General Advantages and
Dis-advantages of Virtual
Worlds in Education
The advantages and disadvantages of virtual worlds
as means of education have been explored over a
couple of decades. The most noteworthy advantages
of virtual worlds in general, and of Second Life in
particular, are listed above, namely flexibility of
construction, freedom from real-life hazards, and
low cost of operation and repeated exercises (e.g.
Eschenbrenner et al., 2008; Holmberg and Huvila
2008; Palomäki, 2009). Information technology also
helps adjusting the teacher to student ratio (Daniel,
2008), albeit this benefit is not exclusive to virtual
worlds. Furthermore, virtual worlds have been
proven to promote engaged learning, as discussed
below.
Some of the disadvantages mentioned include the
time needed to learn the use of the virtual world,
high cost of development, technical issues such as
frequent updates and out-of-date hardware, as well
as attitudes towards such learning spaces, e.g.
students or faculty not taking the virtual world
seriously (e.g. Warburton, 2009; Palomäki, 2009;
Inman et al., 2010). Moreover, according to
Warburton, Second Life may be an isolating
experience, since other users are not as easily found
as in e.g. Facebook. In many ways this is an
unfortunate truth, as at almost any moment of time,
in almost any of its educational milieus, Second Life
is empty; there is nobody around. The feeling of an
eerie silence can easily discourage a newcomer.
2.2 Engaged Learning Promoted by
Virtual Worlds
Engaged learning can be defined as commitment to a
significant, in-depth, lifelong learning process,
which extends beyond the classroom. Engaged
learning is an integral part of all learning tools,
verbal, digital, visual or emotional, which are used
to increase personal and group commitment,
regardless of prior success or talent thereof. Students
learn in an environment that favours activity and
experience and fosters immediate engagement
(Biggs, 1999).
Virtual worlds in education have been shown to
lead to increased engagement (Palomäki 2009).
Brain activity has also been measured for tasks
performed in real as well as in virtual reality
environments (Mikropoulos, 2001). Findings have
also demonstrated that subject are more attentive,
responsive, and utilize less mental effort in the
virtual world, demonstrating that knowledge transfer
of information gained in one world to the other
world is possible. Moreover, students have been
reported to be more engaged in learning tasks and to
spend more time thinking and discussing the subject
material (Mason, 2007). Immersion into another
world has also been noted and engaging in learning
in the first person, which is more interactive and
experiential (Richter et al., 2007). Moreover,
previous studies have shown that as learners are
allowed to interact with information in the first
person, this facilitates constructivist-based learning
activities (Dickey, 2005).
Furthermore, the interaction with virtual objects
can be helpful in developing a stronger conceptual
understanding, depending on the content.
Engagement experiences are also present and by
using virtual worlds as the learning environments
enthusiasm for learning can increase. It has also
been documented that the 3D virtual worlds
facilitate the visualization of difficult content and
offer tools for learning challenging concepts (Barab
et al., 2000). The benefits of Second Life, in
particular, include providing “a social laboratory
where role-playing, simulations, exploration, and
experimentation can be tried out in a relatively risk-
free environment” (Graves, 2008).
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2.3 Lablife3D: The Second Life Project
of Aalto University
Practical skills are one of the core competencies in
technology, engineering and the natural sciences.
However, current laboratory courses are burdened
by heavy expenses for modern and safe equipment
and reagents, large course sizes and even waiting
lists to the courses. Although learning-by-doing is
the ultimate goal of practical laboratory classes and
hands-on experimentation, the curriculum of many
higher education institutions lacks space and time
for the learning experience to mature. Many students
pass classes with only superficial learning without
developing deep learning where theory connects
with practice. Accordingly, we have designed and
implemented a virtual laboratory, LabLife3D, to
bridge the gap between theory and practice. This is a
pioneering project in the use of Second Life in the
Finnish University setting. LabLife3D is housed in
the Aalto Archipelago in Second Life virtual world.
For more, see the home page of our project at
https://sites.google.com/site/lablife3d/
To date, we have designed five laboratory
“practicals” (Table 1). The virtual laboratory
building, LabLife3D, was completed in late 2010,
along with the first two exercises: a virus isolation
simulation and an organic chemistry laboratory
safety tutorial. The details of this development
process, along with general considerations such as
building the LabLife3D team, have been presented
previously (Palomäki et al., 2010; Palomäki et al.
2011; Nordström et al., 2010). Later in 2011 and
2012, two further laboratory simulations were
designed (Kangasniemi, 2012; Olkinuora, 2012). In
addition, the design of a fifth practical, an organic
chemistry simulation, has been completed, although
its implementation has only recently begun. Similar
to traditional laboratory classes, all the virtual
exercises have been designed in accordance with
learning goals and outcomes as described below.
Besides creation of contents, we have also recently
studied the pedagogical aspects of Second Life,
namely with reference to the role of the teacher as a
facilitator of group work and the responses of
students to different ways of teacher facilitation.
Currently, in addition to the use of the
simulations in microbiology and organic chemistry
courses, the LabLife3D team is also collaborating
with language teachers at Aalto University. The
virtual laboratory is used as a teaching and learning
platform for Swedish terminology of biotechnology
and chemistry, helping the students in the challenge
that multiple languages pose to them (Palomäki and
Nordbäck 2012), as Swedish is the 2
nd
official
language in Finland, and a compulsory language
requirement in all university degrees.
2.4 The Other Existing Science-related
Learning Environments in Second
Life
Although Second Life has received considerable
interest as a medium for academic education,
relatively few of the numerous learning
environments can be considered to represent actual
simulations. Most of these settings mediate
information only via passive elements, such as static
3D objects, sound and video. At best, they may
include a chat conversation with an automated avatar
possessing an artificial intelligence of some
elementary kind. Active user participation, requiring
decision-making or completing a set of tasks, is
generally absent. These passive settings may be
called 1
st
generation SL learning environments.
The simulation-type environments, or 2
nd
generation environments, can be readily classified in
two distinct categories: ready-to-use simulations and
teacher-initialized ones. As the name suggests, the
teacher-initialized simulations are not executable to
anyone at any time, but they can be participated only
at scheduled times. They are most common in
Table 1: The laboratory exercises within LabLife3D.
Theme Status References
1
Virus isolation
Operational from Dec 2010
Palomäki et al. 2010;
Palomäki et al. 2011;
Nordström et al. 2010
2 Laboratory safety tutorial Operational from Dec 2010 same as above
3 Decarboxylation reactions Operational from Oct 2012 Kangasniemi 2012
4 Virus identification by RT-PCR (*) Operational from Jan 2013 Olkinuora 2012
5 Vacuum distillation Design ready, implementing - -
(*) RT-PCR = Reverse transcriptase polymerase chain reaction
DesigningVirtualLaboratories-DecarboxylationReactions,VacuumDistillationandVirusIdentificationbyPCRinthe
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medicine, nursing and related fields, and they
frequently engage multiple users in different roles
communicating with each other. On the other hand,
in the ready-to-use simulations, the user interacts
only with the computer. This approach seems more
typical to the laboratory simulations of natural
sciences such as chemistry and biology.
(Kangasniemi, 2012).
While constructing the Aalto University Second
Life exercises we have been able to visit other
Second Life laboratory simulations (Table 2). Many
of the existing settings have allowed us to learn and
experiment further in our own development
activities.
2.5 General Design Objectives in
Virtual Laboratories
Clearly, careful design of the content and the
functions of virtual laboratories is essential to their
success. The characteristics of an effective virtual
laboratory for engineering students as described by
Arango, Chang, Esche and Chassapis (2007) and
Quinn (2005) have been summarized by Olkinuora
(2012) as follows:
1. Context: The virtual laboratory should present a
framework familiar to the students.
2. Realism: Clear connection between reality and
the simplified model of the virtual laboratory.
3. A goal clear enough toward which to pursue.
4. No futile actions: The actions the students take
should affect the outcome.
5. Exploratory feel: Enough possible alternatives
and the possibility to explore their mutual
relationships.
6. A slight degree of randomness to maintain
curiosity.
7. Appropriate challenge: Not too easy but, not too
difficult.
8. Appropriate feedback.
9. Relevance to other studies.
10. Visual appeal.
This list can be extended with avoiding cognitive
overload, and the possibility of making actual errors
without triggering an immediate response, in
addition to the possibility of mere alternatives. Some
of the above named properties are clearly
complementary and can be implemented at the same
time. On the other hand, others may partly contradict
each other, as it is with exploratory potential and
adequate randomness versus the need for no futile
actions. Thus, the design process will involve
compromises between the objectives.
Numerous experimental studies on different
types of virtual learning have been conducted, with
many of them reporting positive results but some
also taking a critical stance towards the final
outcomes (for review, see Mikropoulos and Natsis
2010, and Strangman et al., 2003). Although some
of the studies relate to simulated laboratories (e.g.
the 2D laboratory of Josephsen and Kristensen
2006), only very few of them refer specifically to
virtual laboratories in Second Life.
The exception are The exception are Cobb,
Heaney, Corcoran and Henderson-Begg (2009) who
studied the educational performance of a virtual
biotechnology laboratory, the UEL Lab (Table 2), in
Second Life for learning the polymerase chain
reaction (PCR) task (N = 85). Their results indicated
Table 2: A list of existing laboratory simulations in Second Life (not including those in Table 1).
Organization Theme Location in SL (*)
Leicester U. Molecular biology Media%20Zoo/74/189/32
Imperial College London Respiratory medicine Imperial%20College%20London/185/47/27
Monash U. Manufacture of drug tablets Pharmatopia/108/111/29
U. of Queensland Mathematics in pharmacology Pharmatopia/108/111/29
U. of Nottingham Mass spectroscopy University%20of%20Nottingham/176/130/26
U. of East London Molecular biology UEL%20HABitat/200/207/26
Keuda Vocational College Mashing in a brewery Edufinland%20IV/82/227/24
Florida Inst. of Tech. (**) Physical chemistry ACS/151/10/89
U. of Calgary (***) Molecular biology LINDSAY%20Virtual%20Medicine/187/194/29
Texas Wesleyan U. (****) Biology Genome/75/212/36
(*) All the SL locators are preceded by http://maps.secondlife.com/secondlife/
(**) The link and the simulation used in November 2011. Currently not online or closed to the public.
(***) Possible technical issues. The authors were unable to make the simulation work.
(****) A borderline case. Includes only limited elements of simulation.
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that using Second Life did not significantly
contribute to the learning outcomes. On the other
hand, they did report that the Second Life test group
performed better than the control group both before
the experiment and after it. Hence, the conclusions
are somewhat conflicting.
3 CONSTRUCTING THE AALTO
UNIVERSITY LABORATORY
SIMULATIONS
3.1 Desired Learning Outcomes of the
Original Lablife3d Platform
When we first began to explore Second Life as a
tool for teaching and learning biotechnology and
chemistry, we focused on creating the actual space,
the virtual building, LabLife3D. The primary
learning outcomes that we wished to achieve all
emphasized the promotion of deep learning via
connecting scientific theory with practice. As a
result of our earlier work, we created a microbiology
exercise which allows the user to become familiar
with working with viruses at a general level (Table
1). In addition, students could become familiar with
the specific requirements for working in a clean
room in addition to specialized culture techniques
needed to grow viruses, which we are not able to
carry out in a normal student laboratory.
Moreover, the focus of the original chemistry
laboratory was on laboratory safety, which students
could familiarize themselves with before the real-life
practical class. In this setting, students learn to take
into account sufficient number of safety features;
protective clothing, correct cleaning of chemical
spills etc.
More recently, however, we have become aware
of a need to develop further our 3D experiments.
Namely, it has been our objective to expand the
experiments to better mimic the kinds of exercises
that students typically carry out in the laboratory,
where students also will need to make choices of
which some also may lead to mistakes. Accordingly,
we have designed a complete chemistry experiment
on decarboxylation reactions (section 3.2) and a
vacuum distillation experiment (section 3.3). In
addition, in our first efforts to create experiments
into Second Life, the microbiology practical on virus
isolation was very focused on creating the
appropriate laboratory spaces and becoming familiar
with design of 3D worlds. It did, however, not offer
a complete practical laboratory experiment.
Consequently, we have recently added an
experimental scenario, a molecular biology
experiment, to our original virus exercise, as
described in more detail below (section 3.4).
3.2 The Organic Chemistry Simulation
on Decarboxylation Reactions
3.2.1 Learning Objectives, Content and
Functions
Unlike the microbiology simulation and the
laboratory safety tutorial built previously, the
organic chemistry simulation (Kangasniemi, 2012)
is not a strict laboratory practice exercise. Instead, it
mimics experimental research at a more general
level, with the main focus on teaching scientific
reasoning based on empirical results.
In the simulation, the task of the student is to
compare the reactivity of different carboxylic acids
towards decarboxylation and decarbonylation and to
deduce the theoretical explanation for the
observations. The reaction variables (temperature,
time, catalyst and solvent in addition to the acid
substrate) are freely selectable from the alternatives
given. The simulation is controlled by clicking on
the chemical containers and instruments, such as the
synthesis station and a balance, in the laboratory 3D
space. In addition, there is a control panel for
general functions such as “Start” and “Exit”.
Instructions to the student are given in the HUD (see
Figure 1).
3.2.2 Design Objectives and Process
During the design process, there were four matters
of special concern. First, it was important that the
simulation should not be too straightforward to pass:
instead of being a demonstration, it should include
alternative outcomes or the possibility of making
true errors, or both. Although the organic chemistry
simulation does not include the possibility of explicit
errors, the array of different setup combinations, and
hence reaction outcomes, is large (180 combinations
in total). Moreover, the simulation leaves the
planning of the research program to the student. All
different reaction combinations are selectable, but it
is not fruitful for the student to change the
parameters without really thinking about the
consequences.
Second, we analyzed the features of scenarios
created by other groups (Table 2). From the usability
point of view, the most important observation
concerned the user interface in general. All the
DesigningVirtualLaboratories-DecarboxylationReactions,VacuumDistillationandVirusIdentificationbyPCRinthe
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Figure 1: Screenshot: The organic chemistry simulation on decarboxylation reactions. HUD window on the left.
existing simulations require the use of the technical
elements of Second Life, such as notecards,
inventory, chat and the multiple choice popup
windows. Some simulations rely on them heavily.
However, in our experience, these elements
frequently confuse the beginner. Therefore, it
appears that it may be more beneficial to encode the
operations to the more intuitively understood 3D
space whenever possible, and leave the use of the
technical elements to the minimum – even if this
slightly decreases photographic realism.
Other very useful examples were the control
panel designed by Florida Institute of Technology
(Table 2) and the precise instructions given by the
HUD, as used in the University of Leicester’s virtual
laboratory (Table 2). The possibility of the
simulation happening in real time instead of
symbolic time is also interesting, as presented in the
SL Chemistry Lab of FIT (Table 2). However, due
to the long reaction times in the present experiment,
the dimension of time was not included in the
simulation.
Third, wherever possible, our organic chemistry
simulation gives the student real experimental data
from the literature instead of extrapolations. This
proved to be, in fact, by far the hardest part of the
whole design. While suitable data for the experiment
could be found from the literature, finding a
complete set of results, encompassing all the
combinations of every acid substrate, every
temperature, etc., turned out to be impossible.
Therefore the alternatives had to be chosen carefully
to maximize both the presence of real data points as
well as to ensure the reliability of the extrapolations.
Finally, we decided to add the element of random
experimental variation (1 to 5 %-points) to all
measurements the student makes in the simulation.
3.3 The Organic Chemistry Simulation
on Vacuum Distillation
3.3.1 Learning Objectives, Content and
Functions
At the present time work is on-going on modelling a
vacuum distillation in a laboratory setting. In
contrast to the previous organic chemistry
simulation (section 3.2), the newer one mimics the
hands-on actions and operations in the laboratory
very closely.
Vacuum distillation was chosen as the topic of
the simulation for a three main reasons. First,
vacuum distillation is an actual exercise taught at
Aalto University organic chemistry laboratory
courses. Moreover, building and operating the
system in real life is quite a complicated task for the
first-timer, involving even slight risks such as water
spills and broken distillation pieces (expensive).
Therefore, learning the process first with a detailed
3D simulation should offer substantial help. Finally,
there is a possibility of making a wide range of
mistakes in the simulation, giving a sense of realism.
The simulation is divided into three phases. First,
the glass apparatus is assembled by clicking on the
pieces on the table. In the next phase, the student
connects the hoses for cooling water and suction.
Here, all possible flawed connections are possible
without triggering an immediate notice, but the
configuration is checked by requiring the student to
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turn on the cooling water before proceeding. Almost
all errors lead to water spill and reset. The final
phase, heating and distilling, happens within a
dimension of time. In this phase, a number of
switches are operable: the heating plate, the pump
and its valves, the 3-way joint, and the manometer
valve. If the system is correctly assembled, boiling
will commence once the oil bath is hot enough. The
simulation will end after enough distillate has been
collected.
3.3.2 Design Objectives and Process
The design objective was to make the simulation as
realistic as reasonable and possible, with maximum
freedom to control the switches in real time and in a
free order. However, some compromises had to be
made in order to limit the array of erroneous
alternatives. Checking the hose connections by
requiring the cooling water to be turned on first was
one such limitation, fitting well to the storyline of
the exercise. The level of modelling the physical
state of the distillation system was also constrained
to a certain extent. Temperature and time are
modelled in a continuous manner, with the time-
profiles of temperature being based on real
measurements. However, pressure and the rate of
collecting the distillate are modelled simply as
on/off variables.
During the design process, it was found that
pseudocode, comprising of
if, else and while
clauses, was a convenient way to express some
critical parts of the simulation to the programmers.
The basic setup was described in natural language,
though. To familiarize themselves with the topic, the
programmers also followed and recorded a real-life
vacuum distillation exercise.
3.4 The Molecular Biology Simulation
on Identifying a Virus with Reverse
Transcriptase PCR
3.4.1 Learning Objectives, Content
and Functions
The primary learning outcome of the molecular
biology simulation (Olkinuora, 2012) is to give the
student the opportunity to learn the process of
identifying a virus from a human cell sample. The
virus being studied is an enterovirus, identified in
accordance to standard scientific methodology,
based on a specific enterovirus protein known as
VP1. Another aim is to encourage critical thinking
of the choice of methodology and the reactions
thereof. Many phases in molecular biology exercises
are embedded into chemical reactions and the aim is
therefore to deepen the students understanding of the
intricate relationship between biology and
chemistry.
Upon entering the laboratory an introduction and
short instructions are given for performing the task.
Avatars will wear appropriate clothing: lab coat and
gloves. The objects mentioned below work by
clicking on them. The task begins with extracting
RNA from a sample of virus from a host cell culture
(Figure 2). Buffer is added, incubation and
centrifugation are performed, and a DNA-
decomposing enzyme, DNase, is added to recover
pure viral RNA after a series of extractions and
centrifugations. The polymerase chain reaction
(PCR) is then performed, followed by
electrophoresis to visualize the sample and to verify
that the experiment is proceeding as planned. In each
of the aforementioned steps, the student must choose
the correct process conditions such as the amounts
of chemicals and temperature cycles for PCR. This
requires the student to familiarize himself/herself
with the principles that form the basis of the
operations. At some points a text may appear which
will highlight the reason for the choices that need to
be made.
Having verified the success this far, the sample is
sequenced. As most laboratories outsource
sequencing these days, no sequencing scenario was
designed and the correct RNA sequence is delivered
to the student, provided that the extraction of the
RNA has been successfully performed. In the final
phase, the student submits the sequence of the virus
to a real-life online gene database, BLAST
(http://blast.ncbi.nlm.nih.gov/) to search for a match.
At the end the student gets a printout of all the
steps done and is asked to write a report on the
exercise for the teacher. It shows what happened to
each object in each step, and the student can reflect
on what was actually done in the laboratory. This
reflection enhances the learning especially if
mistakes had been made, as then it is very important
that the student understands what the correct choice
would have been and why.
3.4.2 Design Objectives and Process
The objectives in designing the user interface and
the general structure of the molecular biology
simulation were similar to those of the
decarboxylation experiment (section 3.2), although
the content and the desired learning outcomes were
different. That is, the simulation is not too simple to
DesigningVirtualLaboratories-DecarboxylationReactions,VacuumDistillationandVirusIdentificationbyPCRinthe
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Figure 2: Screenshot: The molecular biology simulation. HUD window on the upper left.
pass, its active elements are embedded to the 3D
space if possible, it uses real data, and adds random
experimental variation. In addition, as already noted,
there is a possibility of making real mistakes without
receiving immediate notice. It was also decided that
the actions taken in the virtual laboratory should
include some simplification to avoid cognitive
overload (e.g., not all details of pipetting modelled).
The content of the simulation was presented to the
programmers with the help of a flowchart,
representing the state of the virtual objects.
4 USER INTERFACE TESTING:
TECHNICAL AND
PEDAGOGICAL VIEWPOINTS
4.1 Usability Testing: Heuristic User
Interface Evaluation
As part of our aims to develop sophisticated
laboratory experiments in Second Life, a formal
usability test was conducted on the user interface of
the organic chemistry experiment (section 3.2) in
addition to normal troubleshooting. The test was
designed and conducted by personnel not otherwise
involved with the simulation (Tiitu, unpublished).
The test method used was the heuristic
evaluation (Nielsen, 1994). Its benefits are the
relative speed and ease of carrying out the test, while
being able to effectively find both small and large
usability issues. Three evaluators completed the test,
all of them having little prior experience with
Second Life. The test was performed in two separate
sessions about two and half hours each. The
evaluators began with getting familiar with SL,
followed by performing the experiment individually
and making notes on the usability issues. Finally a
subjective assessment was given on the severity of
the problems found. An instructor not contributing
to the evaluation was present.
Evaluators were given a list of general points of
focus called heuristics, to help them to recognize and
categorize the possible shortcomings. The heuristics
were divided in two sets: (1) technical and (2)
pedagogical usability. In the following, the emphasis
is on the technical usability, referring to the
technical properties of the user interface and the
ability of the evaluator to use the programs. The
heuristics of technical usability used were modified
from the original Nielsen’s (2005) heuristics for
evaluating specifically e-learning environments
(Sampola, 2008).
1. Is the status of the system visible?
2. Is the language understandable to each user?
3. Does the user have an appropriate freedom to
control navigation and operations? Is navigation
simple enough?
4. Is the system logical and standardized?
5. Can mistakes be prevented? Are the error
messages understandable?
6. Can objects and functions be readily identified,
rather than requiring memorizing?
7. How much flexibility to modify the user
interface there is available?
8. Is time spent efficiently?
9. Is the design aesthetically pleasing and/or
minimalistic?
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10. Is appropriate guidance available? In what
format is it displayed?
The technical usability issues found were related
to both the experiment in particular and to Second
Life in general. Examples include virtual buttons not
registering the click in some instances,
inconsistencies in the instructions given by HUD,
Second Life icons overlaying the HUD, and users
knowing not how to e.g. zoom in the view in SL.
Besides identifying actual usability issues, our
goal was to construct a more general checklist for
performing similar tests in future. The list includes
the setup of test session as stated above, plus
practical notions, of which probably the most
important is making sure beforehand that the
computers and programs work well. A convenient
size for the test group is three to five persons. This
way some 50 % to 80 % of the existing usability
issues can be found (Nielsen, 1993).
4.2 Preliminary Results of Student
Assessment
Both the organic chemistry experiment on
decarboxylation (section 3.2) and the molecular
biology experiment (section 3.4) were assessed as
course exercises by groups of 1
st
to 3
rd
year
engineering students, who filled in anonymous
feedback forms. However, at this time, analysis of
the data is on-going and a preliminary summary is
presented below.
Each exercise session was facilitated by a teacher
with background in the core subject and experience
in using Second Life. The feedback forms were
designed by personnel other than the teachers and
SL designers as part of two on-going M.Sc. theses
(Brusin and Virtanen). The same individuals also
monitored the teacher–student interactions in each
group. At this time, no comparative studies between
the test groups and a control group were carried out.
Organic chemistry exercises were performed in four
groups (two simultaneous groups at two times). A
marked difference was noted between the two time
slots. The students in Monday groups (N = 13) felt,
in general, that the experiment was reasonably
interesting and supported previous knowledge to
some extent. They also felt actually having learned
something new and said that they understood the
scientific objectives. However, the students stated
that it was possible to pass the simulation without
really thinking much (Table 3).
On the contrary, the Friday groups (N = 16) were
much more critical. About half of the students
reported they were not interested at all in the
exercise, did not grasp its purpose and felt they did
not learn anything. Moreover, unlike the previous
group, they admitted actually exploiting the
possibility to pass the task mechanically without
thought (Table 3). The notes made by the observers
support these differences. The fact that the Monday
group had better IT skills and more prior experience
with virtual worlds should explain some of these
differences. In addition, the Monday group was, on
average, more advanced in their studies. In student
life, the day of the week (Monday vs. Friday) may
have a role to play, too!
Overall, 97 % of the students replied that the
most convenient way to interact with the teacher was
face-to-face discussion, instead via their avatar.
In contrast to the rather mixed feedback from the
organic chemistry exercise, the student response
from the molecular biology exercise was
unanimously positive, even though the students were
no more familiar with virtual worlds. An updated
version of the feedback questionnaire was used,
though. The exercise was conducted in two
simultaneous groups of 10 students each as part of a
2
nd
year microbiology course. The students reported
they had clearly understood the assignment and also
most of the actions taken during exercise. A majority
thought having learned something new, albeit not
very much. The level of scientific challenge was
considered appropriate (Table 4).
Table 3: Key figures from the student assessment of the organic chemistry experiment.
Question (option A / B / C) Monday Groups Friday Groups
A B C A B C
Experience with virtual worlds (none / some / much) 31% 54% 15% 63% 25% 13%
Desired outcome understood? (no / in part / completely) 0% 54% 46% 47% 53% 0%
How much did you learn? (nothing / some / much) 8% 85% 8% 56% 44% 0%
Supported previous knowledge? (no / slightly / well) 15% 85% 0% 56% 44% 0%
Possible to pass without thought? (no / yes, chose not / yes, did so) 15% 77% 8% 0% 31% 69%
Change of attitude during exercise (negative / none / positive) 8% 54% 38% 6% 69% 25%
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Table 4: Key figures from the student assessment of the molecular biology experiment.
Assertion Strongly disagree Disagree Agree Strongly agree
I am familiar with virtual worlds. 45% 35% 5% 15%
I understood the assignment. 0% 0% 30% 70%
I learned new things. 0% 5% 75% 20%
I understood all the actions taken in the exercise. 0% 15% 70% 15%
The difficulty level was appropriate. 0% 15% 35% 50%
My attitude changed more positive during the exercise. 5% 16% 63% 16%
It therefore appears that the molecular biology
simulation was either better designed from the
pedagogical point of view, or better connected to the
course contents than the organic chemistry
simulation was – or both. The scientific content of
the latter may have been too difficult, and the
structure of the simulation too straightforward.
However, the difference may not be entirely due
to the content of the simulations themselves.
Although both exercises were voluntary, giving
extra points to the exam, the inclusion of the
molecular biology exercise was announced at the
very beginning of the course, with an essay as an
alternative. For the organic chemistry course, the SL
exercise was just an extra. The former setup may
have helped the students take the exercise more
seriously, as part of the learning outcomes of the
whole course, instead of thinking it just as means of
collecting a point to the exam.
4.3 Evaluation of the Teacher’s Role
We are also currently studying the role of the teacher
as a facilitator of student learning in Second Life.
Notably, to our knowledge, there are no previous
systematic studies on what the role of the teacher
should be. We are therefore in the process of
elucidating if teacher roles as facilitators differ from
roles that have been studied in context of problem
based learning (Kolmos et al., 2008).
Our preliminary observations suggest that the
role of the teacher as a facilitator for a Second Life
experiment may not as be as important as e.g. the
design of the virtual exercise and student motivation.
In the molecular biology exercise, students
responded quite similarly in both groups, even
though the teachers had a distinctly different style,
the other instructing in a more active and
authoritarian manner, and the other leaving much
more time for independent work. In the organic
chemistry exercise, the teachers’ styles did not differ
much from each other, and thus no significant
comparison could be made.
5 CONCLUSIONS
The aim of our virtual biology laboratory
experiments is to mimic the work of a real-world
scientist in the fields of chemistry and molecular
biology and thus support linking theory with
practice. Moreover, we wish to provide students
with tools that may deepen the learning process as
an additional tool to learning in the real-life wet-lab.
From the learning outcomes recognized in virtual
teaching laboratories by Strangman et al. (2003),
content area knowledge and conceptual change
could be expected to be an outcome of the virtual
world experiments that we have designed.
Contrary to Helmer (2007), who argues that too
much similarity with the real world might be seen as
distracting and disadvantageous for learning, we feel
that a high degree of photographic realism adds to
student motivation to use virtual tools for learning.
Our experience with students suggests that sufficient
freedom of operation is probably very important,
too. A simulation too straightforward to pass does
not provoke the necessity to think one’s actions.
As stated by Josephsen and Kristensen (2006),
real life student laboratories may actually place too
much emphasis on procedural tasks which possibly
lead to a cognitive overload for the learner and
therefore may even hinder the learning process. In
order to overcome such drawbacks, we have
specifically worked on minimizing the attention to
detail and focusing on the order of steps and the
interpretation of data.
Furthermore, the experiments should have a
clearly defined goal and the goal should link theory
to practice and to scientific research methodology.
Our experience implies, too, that the exercises
should be clearly tied to a context, meaning not only
a connection to the theoretical course matter but also
having a sensible function as a part of the course.
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ACKNOWLEDGEMENTS
This study has been supported by a grant from the
Finnish Technology Industries Foundation.
The contribution to LabLife3D by the following
individuals is acknowledged: Päivi Korpelainen,
Elina Kähkönen, Jari Vepsäläinen, Marianne
Hemminki, and Outi Tarakkamäki.
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