| Literature DB >> 18762473 |
Abstract
The author provides a critical overview of three-dimensional (3-D) virtual worlds and "serious gaming" that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger's Diffusion of Innovations Theory and Siemens' Connectivism Theory for today's learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare.Entities:
Mesh:
Year: 2008 PMID: 18762473 PMCID: PMC2626432 DOI: 10.2196/jmir.1051
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Figure 1A screenshot of an avatar in Ann Myers Medical Center [20]
Figure 2ALIVE classmate tutorial via YouTube video [31]
Figure 3Maggie Waechter (the avatar of the author) visiting the Sexual Health SIM in Second Life [36]
Figure 3A screenshot of objects representing lungs in nursing education [37]