Design and Delivery of Game-Based Learning for Virtual Patients in Second Life: Initial Findings

Author(s):  
Maria Toro-Troconis ◽  
Karim Meeran ◽  
Jenny Higham ◽  
Ulf Mellström ◽  
Martyn Partridge
Author(s):  
M. Toro-Troconis ◽  
NJ Roberts ◽  
SF Smith ◽  
MR Partridge

Two groups of undergraduate medical students (Yr 3, n=14) were invited to participate. The research question posed was: “In your opinion what are the advantages and disadvantages of learning in Second Life compared with other methods?” Thirty items were generated in each group, then reduced to 10 items. These were classified into 3 themes 1) learning experience, 2) clinical exposure, and 3) technical experience. Results from the first group focused on the learning experience highlighting its importance for clinical diagnosis and a structure for learning. The second group focused on the clinical exposure although they were ambivalent about the advantages of this type of delivery mode. Results show interesting findings highlighting the virtual patients developed follow a very linear approach which is not challenging enough for medical students at that level.


Author(s):  
Maria Toro-Troconis ◽  
Martyn R. Partridge

In view of the current interest taking place in the area of education and virtual worlds, such as Second Life®, many educationalists have began to explore the benefits of applying game-based learning in these environments. In this chapter, the authors attempt to explore the elements associated with game-based learning in virtual worlds, focusing on the design process and how effective game-based learning activities can be achieved following pedagogic frameworks. The authors view learning in games as a form of driving learners’ motivations and this is reflected in the design and development of the virtual respiratory ward at Imperial College virtual hospital explained in this chapter.


2015 ◽  
Vol 6 (1) ◽  
Author(s):  
Sandra Kim Law ◽  
Michele Jacobsen

This design case describes the work involved in developing a digital game-based learning environment, work that was part of a PhD research project. The designer was involved in all aspects of the project: conducting research into content that was included in the game, exploring the gaming platform (Second Life), adapting scientific literature for use in the game, consulting with science instructors, building the gaming environment, and writing scripts for objects in the environment. The gaming environment was a fictional town site called Budworm. The game was designed to promote scientific literacy in first and second year science undergraduate students through collaborative work on an open-ended problem related to the management of water resources in a region of western Canada subject to extremes in water availability. One of the design goals was to model the kind of environment that scientists encounter while they formulate research questions, a complex environment that involves collaboration with colleagues, creativity and a willingness to explore. Instructional experts in three scientific fields (biology, chemistry, and geosciences) were consulted during the course of this design, as was an expert in instructional design. The final product was the game and a set of game design principles that were informed by the literature on educational gaming and consultations with the instructional experts.


2019 ◽  
Vol 13 (5) ◽  
pp. 602-617
Author(s):  
Rocio Lorenzo‐Alvarez ◽  
Teodoro Rudolphi‐Solero ◽  
Miguel J. Ruiz‐Gomez ◽  
Francisco Sendra‐Portero

2010 ◽  
Vol 2 (1) ◽  
pp. 53-76 ◽  
Author(s):  
Maria Toro-Troconis ◽  
Ulf Mellstrm

Author(s):  
Theodouli Terzidou ◽  
Thrasyvoulos Tsiatsos ◽  
Antonia Dae ◽  
Odysseas Samaras ◽  
Apostolia Chasanidou

2014 ◽  
Vol 16 (6) ◽  
pp. e151 ◽  
Author(s):  
Panagiotis E Antoniou ◽  
Christina A Athanasopoulou ◽  
Eleni Dafli ◽  
Panagiotis D Bamidis

2009 ◽  
Vol 2 (2) ◽  
Author(s):  
Vanessa Gamboa González

The use of online virtual communities to deliver health information has grown with the creation of 3D online virtual worlds such as Second Life. The existence of virtual spaces offers the opportunity to use new media and spaces of social interaction, participation and collaboration to deliver realistic and vivid health experiences. While the potential seems great, in practice, there are significant limitations in using virtual online communities to deliver health information. First, these virtual worlds are fantasy spaces where people escape the limitations of their bodies to engage in social interactions. Second, virtual worlds lack the cues that usually signal medical authority, making virtual residents skeptical about health information and advice obtained in Second Life.


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