Project description:The COVID-19 induced abrupt transition to online learning that occurred in the Spring of 2020 presented particular challenges to the adaptation of hands-on laboratory courses in biomedical engineering. This paper describes the transition of such a course in one undergraduate program, assessment of this transition, and how this assessment has led to the design of the Fall 2020 online delivery format. In the spring, instruction was delivered online via asynchronous lectures and recorded video demonstrations, while raw data was provided to students to simulate specific laboratory techniques. Additionally, synchronous and asynchronous forms of student support were offered, including office hours and discussions. Student feedback was assessed via an end-of-semester survey designed specifically to analyze the students’ perceptions of the Spring 2020 transition to remote learning, as well as a comparison of Spring 2020 and Spring 2019 (when the course was taught in-person) student performance deliverables. Student performance was comparable to (or even better than) that in 2019. Students responded very positively to the transition, with most students agreeing or strongly agreeing that they had the resources needed to succeed (4.43 on a Likert scale), although on average, the students also found that the shift made learning more challenging, with increased effort required to engage with the material. Students especially found the recorded demonstration of laboratory techniques, asynchronous lectures, the learning management system chat feature, and virtual office hours useful. Many students felt that even with these resources, they still lost some of the experience that comes with in-person hands-on application, and some students found working in teams to be more challenging. While the overall approach implemented in the abrupt transition was effective in terms of student learning outcomes, engagement and immersion in a more realistic experience is a concern moving forward in Fall 2020. Based on our outcomes and on data from the literature, we will add gamified virtual lab simulations, shown to enhance student experience and create a more engaging and effective learning environment in lieu of in-person instruction. Electronic supplementary material The online version of this article (10.1007/s43683-020-00015-y) contains supplementary material, which is available to authorized users.
Project description:The transition to remote learning in response to the COVID-19 pandemic necessitated the adaptation of an in-person cell culture lab practical to a virtual assessment in an introductory biomedical engineering lab course. The virtual lab practical was administered in the course LMS and implemented video, data analysis, and multiple-choice questions. Average student scores and grade distributions were comparable across in-person and virtual lab practical formats. Instructors observed fewer grading concerns for the virtual practical compared to previous in-person offerings. The virtual lab practical may be preferred over in-person lab practical in future offerings due to decreased student stress, lower cost, reduced required instructor time, and limited availability of equipment. Resources developed for the virtual practical, including video tutorials and a hemocytometer simulator to practice calculations, can be used by other educators and as supplements to existing course material. Electronic supplementary material The online version of this article (10.1007/s43683-020-00016-x) contains supplementary material, which is available to authorized users.
Project description:Innovative 21st-century methods for teaching biology should provide both content knowledge and diverse scientific competencies. The Curriculum Guidelines of the American Society for Microbiology highlight the importance of developing scientific thinking skills, which include the abilities to formulate hypotheses, to communicate fundamental concepts effectively, and to analyze and interpret experimental results. Additionally, contemporary science education should enhance creativity and collaboration as key student assets in its bid to overcome negative perceptions and learning difficulties. In recent years, the expanding movement for so-called "STEAM" approaches (science, technology, engineering, arts, and math) has increased in STEM curricula. The movement seeks to integrate the arts into science classes to transfer enthusiasm, support individual self-sufficiency, and encourage creative solutions. To meet all these demands, we developed an inquiry-based approach that actively engages students in hands- and minds-on activities on the topic of "decoding the DNA structure" in an outreach laboratory. Since teaching abstract molecular phenomena is a challenge in biology classes, we combine classical experimental tasks (DNA isolation, gel electrophoresis) with creative modeling. The experiments are linked by the modeling phase: immersed in the story of the discovery of the DNA structure, our participants independently construct a DNA model from a box filled with inexpensive craft supplies (e.g., glue, straws, pipe cleaners, beads). After initial pilot testing, the implementation of our approach clearly produced short- and mid-term learning effects among the students, providing a successful example of a STEAM-based approach in a laboratory setting.
Project description:A smart mask integrated with a remote, noncontact multiplexed sensor system, or "Lab-on-Mask" (LOM) is designed for monitoring respiratory diseases, such as the COVID-19. This LOM can monitor the heart rate, blood oxygen saturation, blood pressure, and body temperature associated with symptoms of pneumonia caused by coronaviruses in real time. Because of this remote monitoring system, frontline healthcare staff can minimize the exposure they face from close contact with the patients and reduce the risks of being infected.
Project description:Mental rotation (MR) of body parts is a useful paradigm to investigate how people manipulate mental imagery related to body schema. It has been documented that adult participants use 'motor imagery' for MR of hands: a behavioural indication is a biomechanical effect, that is, hand pictures in orientations to which imitative hand movement would be biomechanically difficult require longer response times to be visually identified as the left or right hand. However, little is known about the typical developmental trajectory of the biomechanical effect, which could offer clues to understanding how children acquire the ability to manipulate body schema. This study investigated developmental changes in the biomechanical effect in schoolchildren. Eighty-four children (from 6 to 11 years old, grouped into 1st, 2nd, 3rd, 4th and 5th graders) and fifteen adults made hand laterality judgements in an MR paradigm. The results indicated that the biomechanical effect is stronger for younger children, and that there is a transitional period (around 7-8 years) during which children shift from action execution to imagery in manipulating body schema. The results suggest that mental imagery of hands has a stronger motor aspect in the transitional period than later in childhood and adulthood.
Project description:Recent advancements in life-science instrumentation and automation enable entirely new modes of human interaction with microbiological processes and corresponding applications for science and education through biology cloud laboratories. A critical barrier for remote and on-site life-science experimentation (for both experts and nonexperts alike) is the absence of suitable abstractions and interfaces for programming living matter. To this end we conceptualize a programming paradigm that provides stimulus and sensor control functions for real-time manipulation of physical biological matter. Additionally, a simulation mode facilitates higher user throughput, program debugging, and biophysical modeling. To evaluate this paradigm, we implemented a JavaScript-based web toolkit, "Bioty," that supports real-time interaction with swarms of phototactic Euglena cells hosted on a cloud laboratory. Studies with remote and on-site users demonstrate that individuals with little to no biology knowledge and intermediate programming knowledge were able to successfully create and use scientific applications and games. This work informs the design of programming environments for controlling living matter in general, for living material microfabrication and swarm robotics applications, and for lowering the access barriers to the life sciences for professional and citizen scientists, learners, and the lay public.
Project description:Cooperation is one of the behavioral traits that define human beings, however we are still trying to understand why humans cooperate. Behavioral experiments have been largely conducted to shed light into the mechanisms behind cooperation-and other behavioral traits. However, most of these experiments have been conducted in laboratories with highly controlled experimental protocols but with limitations in terms of subject pool or decisions' context, which limits the reproducibility and the generalization of the results obtained. In an attempt to overcome these limitations, some experimental approaches have moved human behavior experimentation from laboratories to public spaces, where behaviors occur naturally, and have opened the participation to the general public within the citizen science framework. Given the open nature of these environments, it is critical to establish the appropriate data collection protocols to maintain the same data quality that one can obtain in the laboratories. In this article we introduce Citizen Social Lab, a software platform designed to be used in the wild using citizen science practices. The platform allows researchers to collect data in a more realistic context while maintaining the scientific rigor, and it is structured in a modular and scalable way so it can also be easily adapted for online or brick-and-mortar experimental laboratories. Following citizen science guidelines, the platform is designed to motivate a more general population into participation, but also to promote engaging and learning of the scientific research process. We also review the main results of the experiments performed using the platform up to now, and the set of games that each experiment includes. Finally, we evaluate some properties of the platform, such as the heterogeneity of the samples of the experiments, the satisfaction level of participants, or the technical parameters that demonstrate the robustness of the platform and the quality of the data collected.
Project description:Access and personalized instruction required for laboratory education can be highly compromised due to regulatory constraints in times such as COVID-19 pandemic or resource shortages at other times. This directly impacts the student engagement and immersion that are necessary for conceptual and procedural understanding for scientific experimentation. While online and remote laboratories have potential to address the aforementioned challenges, theoretical perspectives of laboratory learning outcomes are critical to enhance their impact and are sparsely examined in the literature. Using Transactional Distance Theory (TDT), this paper addresses the gap through a case study on Universal Testing Machine (UTM). By comparing physical (PL-UTM) and remotely triggerable (RT-UTM) laboratory platforms, the structure and interactions as per TDT are analysed. Characterization of interactivity between remote learners and instructors disclose indicative parameters that affect transactional distances and aid in conceptual understanding in remote laboratory learning environment. An extensive pedagogical study through development of two instruments towards assessing conceptual understanding and perception of platform effectiveness that was conducted both on physical laboratory and RT-UTM showed: (1) remote users conducted experiments 3 times more frequently (2) completed assignments in 30% less time and (3) had over 200% improvement in scores when RT-UTM platform was integrated into mainstream learning.Supplementary informationThe online version contains supplementary material available at 10.1186/s41239-021-00272-z.
Project description:The COVID-19 pandemic forced many courses to move online, presenting a particular challenge for hands-on laboratory courses. One such course in our Biotechnology track is an advanced Protein Interactions lecture/laboratory course. This 8-week course typically meets for 5 h a week in the laboratory space. For the Fall 2020 version of the course, first-person videos were produced for each of the laboratory experiments, and the corresponding experimental data produced by students in previous semesters were provided for the current students to analyze in their electronic lab notebooks and lab reports. Student perspectives and assessments were collected on course participants from Fall 2019 (in-person laboratories) and Fall 2020 (online laboratories) to compare experiences and outcomes. Analysis of the data shows that the online students appreciated the videos and gained self-confidence in the procedures, but maintained more misconceptions about the material. In addition to being unable to perform the hands-on experiments, other factors such as anxiety could also be interfering with the learning process under the pandemic conditions. The implementation process for the remote labs, student reactions, and lessons learned are discussed.
Project description:BackgroundLike most hospitals, our hospital experienced COVID-19 pandemic-related supply chain shortages. Our additive manufacturing lab's capacity to offset these shortages was soon overwhelmed, leading to a need to improve the efficiency of our existing workflow. We undertook a work system analysis guided by the Systems Engineering Initiative for Patient Safety (SEIPS) construct which is based on human factors and quality improvement principles. Our objective was to understand the inefficiencies in project submission, review, and acceptance decisions, and make systematic improvements to optimize lab operations.MethodsContextual inquiry (interviews and workflow analysis) revealed suboptimal characteristics of the system, specifically, reliance on a single person to facilitate work and, at times, fractured communication with project sponsors, with root causes related to the project intake and evaluation process as identified through SEIPS tools. As interventions, the analysis led us to: 1) enhance an existing but underused project submission form, 2) design and implement an internal project scorecard to standardize evaluation of requests, and 3) distribute the responsibility of submission evaluation across lab members. We implemented these interventions in May 2021 for new projects and compare them to our baseline February 1, 2018 through - April 30, 2021 performance (1184 days).ResultsAll project requests were submitted using the enhanced project submission form and all received a standardized evaluation with the project scorecard. Prior to interventions, we completed 35/79 (44%) of projects, compared to 12/20 (60%) of projects after interventions were implemented. Time to review new submissions was reduced from an average of 58 days to 4 days. A more distributed team responsibility structure permitted improved workflow with no increase in staffing, allowing the Lab Manager to devote more time to engineering rather than administrative/decision tasks.ConclusionsBy optimizing our workflows utilizing a human factors approach, we improved the work system of our additive manufacturing lab to be responsive to the urgent needs of the pandemic. The current workflow provides insights for labs aiming to meet the growing demand for point-of-care manufacturing.