Exploring Interprofessional Educational Possibilities

Author(s):  
Elinor Clarke

This chapter reports a pilot research study investigating the possibility for Interprofessional education in a 3D multi user ‘virtual world’ known as Second life® (SL) (Linden Corporation). Following a brief introduction and context of interprofessional education (IPE) in health and social care, the pilot research project is reported. The goal was to gather insights into IPE and teaching and learning in virtual worlds. An action research approach enabled the author to collaborate with students and other experienced users of SL. Drawing on emerging interprofessional, constructivist and activity theories and insights from the research project, this chapter makes suggestions for utilising immersive worlds for interprofessional teaching and learning. It identifies the need for further research focusing on the vital ingredients necessary for interprofessional learning in virtual worlds, and a requirement to ensure that patient/client/service users remains the focus of the students’ learning, which is the essence of successful interprofessional working.

2010 ◽  
Vol 3 (1) ◽  
Author(s):  
Antonio Santos

Due to the characteristics of educational virtual worlds, the present manuscript underlines the need for a research model that considers the social context as part of its unit of analysis instead of just the individual’s cognitive process and learning. It is proposed that such a research approach could be design-based research (DBR), because the methodology employed by the DBR perspective thoroughly meets the challenges related to understanding how learning occurs inside a complex context of activities and interactions like those that usually take place inside an educational virtual environment. To accomplish this, the DBR employs an iterative methodology, which consists of repeating cycles of design, implementation, analysis, and redesign. This systematic procedure allows theory to emerge during the process and, thus, using DBR a researcher not only understands how to improve the quality of a certain virtual world, but also addresses theoretical issues regarding the theoretical background on which her design was based to revise and extend it. The main objective of this article is to propose the use of design-based research as a viable methodology to do research in a virtual world like Second Life and to describe in detail how to do it. First, the design-based research approach is explained in terms of its origins, its methodological resources, and its theoretical underpinnings. Secondly, considering the characteristics and affordances of virtual worlds, an adaptation is proposed and explained to employ it for a virtual world research project. Finally, an example of a research project is built to show how the proposed design-based research methodology can be applied to plan it and revise its underlying theory.


2017 ◽  
Vol 12 (1) ◽  
pp. 42-55 ◽  
Author(s):  
Kathryn Roberts ◽  
Kristy Brugar

Purpose The purpose of this paper is to examine how the authors, two teacher educators, planned for and guided 23 students (teacher candidates) through a multi-genre historical inquiry experience, integrating instruction on the Inquiry Arc and writing process, during a co-taught literacy and social studies methods course. The authors describe the ways in which the students demonstrated both active and passive participation and resistance to this process/project, and the related implications. Design/methodology/approach Using an action research approach, this paper reports analysis and interpretation of lesson plans, course materials, debriefing notes, field notes, student response notebooks and intermediate and final inquiry project artifacts. Findings All students demonstrated gains in content knowledge through their products, oral presentations, group discussions, or conferences with the authors; and all gained experience with the Inquiry Arc and process writing. Many students saw the benefits of collaboration and social construction of knowledge as they moved toward more central participation. Practical implications Instructors cannot mandate full participation in any task, but can influence the conditions (i.e. pedagogy, task, scaffolding) to increase the possibility of positive peer interactions and learning. Originality/value This paper contributes to the knowledge of teaching and learning innovation in teacher preparation coursework.


2008 ◽  
Vol 8 (1) ◽  
pp. 11-19 ◽  
Author(s):  
Gwyneth M Jolley

This article reports on the evaluation of an action research project designed to support workforce development in the promotion of healthy nutrition for older people. The evaluation methodology was grounded by the action research approach of the project and focused on case studies of the 10 partner organisations. Findings indicate that the Healthy Ageing—Nutrition Project has resulted in a large increase in awareness and knowledge about healthy ageing and nutrition in the case study organisations, and to a lesser extent, in the broader health and aged care sectors. For the case study organisations it seems likely that transformational change has been made through the project's work of building capacity, mediating and facilitating change and providing resources. Support at board and management level, as well as thoughtful development of the workforce, were critical success factors in bringing about organisational change. The main challenge was identified as time and resources needed. Follow-up evaluation of the health outcomes from nutritional assessment, screening and intervention should also be implemented in order to provide further evidence of the value of this effort.


2011 ◽  
Vol 2 (1) ◽  
pp. 35-53
Author(s):  
Eduardo Campazzo ◽  
Alejandra Guzmán ◽  
Marcelo Martínez ◽  
Andrea Aguero

La necesidad de actualización y adecuación permanente de nuestras prácticas educativas en el ámbito de la Universidad Nacional de La Rioja, la transferencia de conocimientos adquiridos y la evolución tecnológica dinámica a la que nos enfrentamos en las nuevas metodologías de enseñanza-aprendizaje, son aspectos fundamentales que aseguran el impacto de las acciones formativas futuras.- A través del uso adecuado de las nuevas Tecnologías de la Información y Comunicación es posible  generar  entornos educativos más creativos e innovadores que permitan que los alumnos continúen desarrollando un aprendizaje autónomo a través de la educación a distancia, en entornos de inmersión que apliquen tecnologías multiusuario de los mundos virtuales, pudiendo reproducir y ampliar los límites físicos del aula. Palabras clave: Trabajo Colaborativo, Mundos Inmersivos 3D, Interactividad, Moodle, Sloodle, Second Life, Virtualidad,  Enseñanza-Aprendizaje. AbstractThe need for constant updating and adaptation of our educational practices in the area of the National University of La Rioja, knowledge transfer and technological change dynamics that we face in the new methodologies of teaching and learning are key aspects ensure the impact of training initiatives for the future .- Through the appropriate use of new Information Technology and Communication is possible to create educational environments more creative and innovative to enable students to further develop independent learning through distance education In immersive environments to implement technologies, multi-user virtual worlds can replicate and expand the physical boundaries of the classroom.Keywords: Collaborative Work, immersive worlds 3D, Interactivity, Moodle, Sloodle, Second Life, Virtuality, Teaching and Learning.


2019 ◽  
pp. 172-192
Author(s):  
Reza Ghanbarzadeh ◽  
Amir Hossein Ghapanchi

Three Dimensional Virtual Worlds (3DVW) have been substantially adopted in educational and pedagogical fields worldwide. The current study conducted a systematic literature review of the published research relevant to the application of 3DVWs in higher education. A literature search was performed in eight high-ranking databases, and following scrutiny according to inclusion criteria, 164 papers were selected for review. The systematic literature review process was summarized, reviews undertaken by the authors, and results about the applicability of 3DVWs in higher education were extracted. A wide variety of application areas for the 3DVWs in higher education were found, and were classified into five main categories. Various 3DVW platforms and virtual environments used for educational goals were also identified. The results revealed Second Life as the most popular 3DVW platform in higher education. This study also found that by using 3DVW technology a wide range of virtual environments and virtual tools have been designed and applied in teaching and learning for higher education.


2012 ◽  
pp. 371-386
Author(s):  
Michael Hammond ◽  
Jie Hu

This chapter discusses the design of learning materials in the context of small scale projects within higher education. It describes the enduring appeal of instructional material and its growing use following the take up of virtual learning environments (VLEs) / learning platforms in teaching and learning. It suggests that action research approaches may be of value in the design of instructional material as they offer systematic, formative feedback at an early stage in the design process and prioritise user participation. A case study is provided of a broadly action research approach to the design of instructional material to support academic reading skills at one university. The case exemplifies the strengths of action research but also highlights the tensions and difficulties, in particular that of securing the engagement of stakeholders. The implications for further research are brought out.


2017 ◽  
Vol 1 (1) ◽  
pp. 29-42 ◽  
Author(s):  
David Griol ◽  
Zoraida Callejas

Social Virtual Worlds are increasingly being used in education, as their flexibility can be exploited in order to create heterogeneous groups from all over the world who can collaborate synchronously in different virtual spaces. In this paper, the authors describe the potential of virtual worlds as an educative tool to teach and learn abstract concepts by means of programmable 3D objects. They describe the main experiences carried out recently in the application of these technologies in transnational educational activities that combine the Moodle learning resources and programmable 3D objects in the Second Life virtual world.


Author(s):  
Amarolinda Zanela Klein ◽  
Angilberto Freitas ◽  
Lisiane Machado ◽  
José Carlos da Silva Freitas Junior ◽  
Paulo Gaspar Graziola ◽  
...  

Frequently, research on management education does not take into account the role of Information Technology as a key resource to support teaching and learning processes. In this article, the authors explore the current applications of Three Dimensional Virtual Worlds (3DVW) for Management education. The authors researched the educational institutions subscribed to Second Life (SL) (http://secondlife.com/), as it is one of the most popular open 3DVW available worldwide. The results reveal that only 31% of the institutions that answered the authors’ questionnaire actually use SL in Management education. Regarding the acceptance of SL in Management education, one third of the 15 institutions using it claim that it has been well received and accepted both by students and lecturers/professors. These results lead to several questions for further research and development of practices concerning the use of 3DVW for Management education.


2013 ◽  
Vol 93 (7) ◽  
pp. 923-934 ◽  
Author(s):  
Jessie Janssen ◽  
Leigh Hale ◽  
Brigit Mirfin-Veitch ◽  
Tony Harland

Background This 2-year study explored the experiences of clinical physical therapists who used a participatory action research (PAR) approach to learn about the practice of clinical research. Objectives The aim of this study was to explore the experiences of physical therapists who were conducting clinical research, facilitated by a PAR approach. Design A mixed-methods research design was used. Methods Physical therapists completed questionnaires, were interviewed, and participated in focus groups prior to and after the 1-year intervention and 1 year later. The research facilitator took field notes. Questionnaire data were analyzed descriptively, and themes were developed from the qualitative data. Twenty-five therapists took part in 4 self-selected groups. Results Three groups actively participated in the PAR research projects (n=14). The remaining 11 therapists decided not to be involved in clinical research projects but took part in the study as participants. After 1 year, one group completed the data collection phase of their research project, and a second group completed their ethics application. The third group ceased their research project but hosted a journal club session. At completion of the study, the experiences of the physical therapists were positive, and their confidence in conducting research and orientation toward research had increased. The perceptions of physical therapists toward research, relationships among individuals, and how the clinical projects were structured influenced the success of the projects. Limitations Only physical therapists of one hospital and no other health care practitioners were included in this study. Conclusions Fourteen physical therapists divided among 3 PAR groups were overall positive about their experiences when they conducted a research project together. This finding shows that a PAR approach can be used as a novel tool to stimulate research participation in clinics.


Sign in / Sign up

Export Citation Format

Share Document