Journal of Academic Development and Education JADE Issue 9 | Page 24
ARTICLE #2 | 25
24 | JADE
HELEN A. MILLWARDNAY ÖZEN
Competing Interests
The author declares that they have no competing interests.
ARTICLE #2
Title
Tri-Hard Pipetting:
Demonstrating pipetting
accuracy using Die Hard with a
Vengeance
Author
L. A. Robinson
Contact
[email protected]
University of Derby
Introduction
The importance of routine
laboratory
techniques
is
repeatedly emphasised to
first year undergraduates but
the ability to communicate
these issues in an engaging
manner is always challenging.
A fundamental laboratory
technique
(especially
in
relation to Molecular Biology) is
that of accurate pipetting due
to the small volume transfers
often involved. This key skill is
used throughout the student’s
degree and possibly future
employment; it is therefore
essential that students master
this technique early in their
course.
Approaches
have
been developed to try and
assess
students
accuracy
with these skills (Epping,
2010) and it appears that this
is a universal and persistent
issue (Balakrishnan, 2013).
In relation to the setting
up of experiments such as
polymerase chain reaction
(PCR), the alteration of volume
will cause variance within, for
example, primer concentration
which may result in failure
of an experimental protocol.
The ease of introducing error
and the resulting impact on
laboratory work (Rawlinson,
2017) can be difficult to
demonstrate; the exercise
outlined here was created to
show the direct impact caused
by inaccurate pipetting.
The use of multimedia within
teaching is now a common
occurrence due to the ease of
access to suitable resources
via sharing platforms such
as YouTube as well as
educational tools such as
Box of Broadcasts (BoB).
It has long been accepted
that students have different
methods of learning and will
do so in different ways; this is
represented through various
learning styles and models
(Coffield et al., 2004). The
use of video’s can often be
used for purely demonstrative
purposes when presenting
material to students in order
to enhance teaching. In
addition, movies can be used
to spark creative thinking
and discussion to enhance
learning, for example with the
use of science fiction to teach
physics (Dark, 2005), medical
fiction within pharmacology
and professionalism (Farre,
2004; Lumlertgul, 2009) and
the teaching of literary theory
(Muller, 2006). The use of
video clips has been shown
to directly improve learning
(Berk,
2009)
but
these
resources can also be used
indirectly to inspire teaching.
The use of games in education
has increased dramatically
in recent years (Robinson,
2016) with tutors introducing
‘gamification’
to
teaching
either by use of developed
games brought into the
classroom, or games designed
for a specific aspect of
teaching. Gamification has
been shown to be a successful
approach
within
higher
education (McCoy et al.,
2016; Bajko et al., 2015) and
has also been brought into
the laboratory (Drace, 2013).
As gamification has been
shown to increase student
engagement (da Rocha Seixas,
Gomes, & de Melo Filho, 2016)
and the use of multimedia