2015
DOI: 10.1177/0308022614564169
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A pilot project of the learning experience of undergraduate occupational therapy students in a three-dimensional virtual environment in the United Kingdom

Abstract: Introduction: This pilot study explored the learning experience of four undergraduate occupational therapy students within the online virtual environment, Second Life. The study aimed to explore the feasibility of learning how to facilitate occupational performance in a home environment via a virtual platform. Method: A house was developed within Second Life that simulated simple barriers to occupational performance that may be experienced by a wheelchair user. By means of a virtual human representation of the… Show more

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Cited by 3 publications
(9 citation statements)
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References 20 publications
(47 reference statements)
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“…EMIS used in educational institutions hold similar significance as that of Enterprise Resource Planning (ERP) software applications used in other forms of organizations. Some educational institutions in the United Kingdom use customized versions with a combination of EMIS, LMS, m-learning, and OGS features ( Hook et al, 2015 ; Bond et al, 2020 ). The purpose of these systems includes but is not limited to, real-time processing of and access to information such as study materials, students records, assessment, and teaching resources; real-time grading of assignments; removal of physical barriers to resources; removal of the dependence on the physical presence of both the respective faculty and students; and removal of the distance between non-teaching and teaching staff for better administrative coordination.…”
Section: Literature Review and Hypothesesmentioning
confidence: 99%
“…EMIS used in educational institutions hold similar significance as that of Enterprise Resource Planning (ERP) software applications used in other forms of organizations. Some educational institutions in the United Kingdom use customized versions with a combination of EMIS, LMS, m-learning, and OGS features ( Hook et al, 2015 ; Bond et al, 2020 ). The purpose of these systems includes but is not limited to, real-time processing of and access to information such as study materials, students records, assessment, and teaching resources; real-time grading of assignments; removal of physical barriers to resources; removal of the dependence on the physical presence of both the respective faculty and students; and removal of the distance between non-teaching and teaching staff for better administrative coordination.…”
Section: Literature Review and Hypothesesmentioning
confidence: 99%
“…The players are expected to imagine themselves as part of the game narrative and engaging in problem solving (Gee, 2017). Similarly, current studies on OT education acknowledges the role of digital media in mediating meaning and in fostering playful interactions, which are functional to learning (Bates, 2017;Hook et al, 2015), hence contributing to the students' learning experience. Building on these insights, I will use the notions of intra-action and rhythm as critical lenses to understand how OT students experience mediated role-play with each other and through digital media, as framing resources.…”
Section: Playful Learning In Ot -Theoretical Perspectives and Relatedmentioning
confidence: 99%
“…The players are expected to imagine themselves as part of the game narrative and engaging in problem solving (Gee, 2017). Similarly, current studies on OT education acknowledges the role of digital media in mediating meaning and in fostering playful interactions, which are functional to learning (Bates, 2017; Hook et al., 2015), hence contributing to the students’ learning experience.…”
Section: Playful Learning In Ot – Theoretical Perspectives and Related Workmentioning
confidence: 99%
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“…This form of learning is aimed at fostering critical thinking and forms of hands-oninteraction with the learning material. An interesting example is [21] where Hook et al discussing how occupational therapy students experienced a virtual environment in Second Life. The students had to navigate with an avatar through a house and had to reflect on the house physical barriers, which hindered occupational performance for a patient moving on a wheelchair.…”
Section: Storytelling and Scenario-based Learningmentioning
confidence: 99%