| Literature DB >> 24927470 |
Panagiotis E Antoniou1, Christina A Athanasopoulou, Eleni Dafli, Panagiotis D Bamidis.
Abstract
BACKGROUND: Since their inception, virtual patients have provided health care educators with a way to engage learners in an experience simulating the clinician's environment without danger to learners and patients. This has led this learning modality to be accepted as an essential component of medical education. With the advent of the visually and audio-rich 3-dimensional multi-user virtual environment (MUVE), a new deployment platform has emerged for educational content. Immersive, highly interactive, multimedia-rich, MUVEs that seamlessly foster collaboration provide a new hotbed for the deployment of medical education content.Entities:
Keywords: dental; education; focus groups; medical; patient simulation; problem-based learning; video games
Mesh:
Year: 2014 PMID: 24927470 PMCID: PMC4090374 DOI: 10.2196/jmir.3343
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Figure 1Flow diagram demonstrating this study’s overall methodology. The green area demonstrates the collection of data and the blue area demonstrates analyzing and extracting meaningful results from these data. VP: virtual patient; SL: Second Life.
Figure 2Characteristic screenshot from the OpenLabyrinth case. From the image, the learner is asked if the patient has starting periodontitis, chronic advanced periodontitis, or gingivitis.
Figure 3Second Life case screenshots. The user is introduced through a presentation (top image), then proceeds to the case taking cues from chat messages (second top image), and making choices through multiple-choice cards (second bottom image). The simulation involves the user interacting with the patient both in the office environment and on the dental chair (bottom image).
Figure 4Second Life virtual patient development methodology.
Figure 5Design analogies: Second Life (SL) scripting paradigm, OpenLabyrinth deployment paradigm, MedBiquitous Virtual Patient Standard. PHP: Hypertext Preprocessor.
Breakdown of the group members’ computer, gaming, and educational gaming familiarity.
| Computer literacy (gaming and otherwise) of focus group members | Members | ||||||||
|
| #1 | #2 | #3 | #4 | #5 | #6 | #7 | #8 | #9 |
| Average weekly hours of professional computer use | 6 | 5 | 1 | 9 | 1 | 3 | 3 | 5 | 4 |
| Average weekly hours of gaming | 12 | 3 | 8 | 18 | 9 | 0 | 5 | 3 | 14 |
| # of other educational computer games played | 4 | 0 | 0 | 1 | 0 | 2 | 1 | 0 | 3 |
-Focus group’s results at-a-glance.
| Category | Comments |
| Second Life as an educational MUVE in general | Navigation in Second Life difficult to people unfamiliar with games |
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| Second Life graphics engine unoptimized for its capabilities |
| Interactivity and its educational value | Second Life more interactive than the Web-based case |
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| Simple Web-to-Second Life transfer is an underutilization of the MUVEs capabilities |
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| Users familiar with games trapped in gaming mindset implicit from the environment |
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| Users frustrated by disappointment of expectations because of limited interactivity |
| Immersiveness and its educational capacity | Users expected more immersive content from Second Life because of the nature of the platform |
| Clarity of educational purpose and content | In Second Life, the visual representation of the case provided significant implicit feedback and direction regarding the next step |
| Challenge level | Visual representation and action implied correct procedures |
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| Apparent decrease of challenge in Second Life |
| Scope of educational use | Useful as an asynchronous teaching tool |
| Suggestions | More complex case would better leverage Second Life’s capabilities |
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| Increased feedback required |
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| Increased interactivity and immersiveness requested |
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| Introduction of a human factor in the case requested |
Comparison of time to finish the virtual cases on Second Life and the Web.
| Completion time for the Second Life and Web-based virtual patient | Members (minutes) | ||||||||
|
| #1 | #2 | #3 | #4 | #5 | #6 | #7 | #8 | #9 |
| Time to complete the Second Life case | 10 | 20 | 20 | 13 | 20 | 120a | 8 | 15 | 15 |
| Time to complete the Web case | 8 | 5 | 9 | 7 | 5 | 3 | 3 | 10 | 10 |
aThis time includes bibliographical referencing and study time so actual time interacting with the environment should be assessed as being much lower. This was considered an outlier and was not included in the calculation of the mean time for completing the case.