ECVAM Laboratory
VR experience where science becomes reality
Publications of the European Union / Joint Research Centre (ECVAM Laboratory)
Year
2023-2024
Medium
Meta Quest 2+3
How is it possible to work without experimenting on animals in the laboratory? And how can we inspire and educate young students about it? Together with scientists from the ECVAM laboratory in Ispra and the EU Publications Office, we took on this task. The result is the “ECVAM Laboratory” VR and Web experience, in which school students can immerse themselves in the world of science and hence inspire the next generation of scientists.
Welcome to the ECVAM Laboratory
As assistants to an experienced professor, students go on an immersive journey into the fascinating world of ethical laboratory work and science. Focusing on ECVAM’s mission of reducing, refining and replacing animal testing in labs, they can navigate through various stations, conducting experiments and uncovering insights into real-world research conducted at the ECVAM laboratory. They simulate drug interactions, explore cellular responses and understand the cutting edge methods of ethical research.
From Virtual Reality to Real Learning
The application was designed to enhance school lessons across Europe. By engaging students in this immersive experience, complex scientific concepts become tangible through hands-on, playful interaction. The aim is to foster active participation, critical thinking, and a deeper understanding of the ethical challenges in modern science. Students and teachers played a key role in shaping this project. Over the course of three user testing sessions, they were actively involved in evaluating and contributing to the development of the experience.
Striking the Balance: Realism, Learning, and Fun
The design of the ECVAM Laboratory and its experiments was closely modeled on a real laboratory and its actual activities, which we had the opportunity to observe on-site. The primary challenge in development was striking a balance between realism and fiction, as well as between knowledge transfer and engaging gameplay. One thing was certain: to effectively convey the message, the experience had to resonate with the target audience and spark their excitement.