Designing a serious-game-inspired digital laboratory for biomechatronics: a pilot study in engineering education

Introduction Virtual laboratories (vLabs) are increasingly used in engineering education to support preparation for complex experimental work. We report the implementation and exploratory evaluation of a serious-game-inspired vLab that mimics a biomechatronics device, the MyoRobot, within a Master's-level course. Methods The Unity-based desktop simulation combines a realistic 3D laboratory, an interactive technical anatomy model, and a pipetting and operation workflow that links virtual actions to plausible force-recording outcomes. In an initial cohort (N = 8), students prepared either using a written manual (n = 4) or primarily the vLab (n = 4). Open-ended questionnaires administered before and after the physical lab assessed perceived preparedness, confidence, engagement, and overall user experience. Results vLab users reported improved conceptual orientation and procedural confidence, along with greater independence in handling sensitive equipment. However, they also noted a higher perceived time investment, a reduced novelty effect during the physical lab, and a desire for more specific feedback. Discussion We interpret these findings as context-specific insights from a pilot study and derive design implications for realistic vLabs that aim to balance guidance, workload, and authenticity in engineering education.

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Publication Details

Journal
Frontiers in Education
Published
2026-04-14
DOI
https://doi.org/10.3389/feduc.2026.1781203
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Designing a serious-game-inspired digital laboratory for biomechatronics: a pilot study in engineering education

Mena Michael, Patsie Polly, Julian Bauer, Michael Haug et al.
Frontiers in Education
Educational Games and Gamification
article

Designing a serious-game-inspired digital laboratory for biomechatronics: a pilot study in engineering education

Mena Michael, Patsie Polly, Julian Bauer, Michael Haug, Paul Ritter, Oliver Friedrich
article en

Abstract

Introduction Virtual laboratories (vLabs) are increasingly used in engineering education to support preparation for complex experimental work. We report the implementation and exploratory evaluation of a serious-game-inspired vLab that mimics a biomechatronics device, the MyoRobot, within a Master's-level course. Methods The Unity-based desktop simulation combines a realistic 3D laboratory, an interactive technical anatomy model, and a pipetting and operation workflow that links virtual actions to plausible force-recording outcomes. In an initial cohort (N = 8), students prepared either using a written manual (n = 4) or primarily the vLab (n = 4). Open-ended questionnaires administered before and after the physical lab assessed perceived preparedness, confidence, engagement, and overall user experience. Results vLab users reported improved conceptual orientation and procedural confidence, along with greater independence in handling sensitive equipment. However, they also noted a higher perceived time investment, a reduced novelty effect during the physical lab, and a desire for more specific feedback. Discussion We interpret these findings as context-specific insights from a pilot study and derive design implications for realistic vLabs that aim to balance guidance, workload, and authenticity in engineering education.

Frontiers in EducationVol. 11
Friedrich-Alexander-Universität Erlangen-Nürnberg (DE), UNSW Sydney (AU), Advanced Optical Technologies (United States) (US)
Erlangen Graduate School of Advanced Optical Technologies
Quality Education
Openalex Percentile: Top 27%
Educational Games and Gamification
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Designing a serious-game-inspired digital laboratory for biomechatronics: a pilot study in engineering education — Mena Michael, Patsie Polly, et al. · Frontiers in Education (2026) | TGRS Research Map | TGRS