2014
DOI: 10.2196/jmir.3343
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Exploring Design Requirements for Repurposing Dental Virtual Patients From the Web to Second Life: A Focus Group Study

Abstract: BackgroundSince 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, multimedi… Show more

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Cited by 46 publications
(29 citation statements)
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“…Finally, another limitation of League of Rays was the time invested, either to create the content or to drive the game correctly, which is a common limitation reported in Second Life learning projects (Baker, ; Gong, ). However, the repurposing of content for future editions of the game or other projects can reduce this limitation (Antoniou et al, ).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Finally, another limitation of League of Rays was the time invested, either to create the content or to drive the game correctly, which is a common limitation reported in Second Life learning projects (Baker, ; Gong, ). However, the repurposing of content for future editions of the game or other projects can reduce this limitation (Antoniou et al, ).…”
Section: Discussionmentioning
confidence: 99%
“…Second Life (), launched by Linden Research, Inc. (San Francisco, CA) in 2003, is considered the most popular and active virtual world in higher education (Baker et al, ; Warburton, ; Gong, ; Potkonjak et al, ) and the most used virtual world platform for health education (Liaw et al, ). Second Life educational capabilities have been used for patient health education (Zielke et al, ; Rosal et al, ; Brewer et al, ; Weiner et al, ) and for online learning of diverse health professionals (Papadopoulos et al, ; Antoniou et al, ; Miller and Jensen, ; Irwin and Coutts, ; Shaffer et al, ; Mauldin Pereira et al, ), including postgraduate (Wielcha et al, ; Schwaab et al, ; Melús‐Palazón et al, ) and undergraduate (Richardson et al, ; Creutzfeld et al, ; Gazave and Hatcher, ) medical users. Learning platforms developed in Second Life for health undergraduate students utilize diverse approaches, such as case‐based learning (Conradi et al, ), team‐based learning (Richardson‐Hatcher et al, ; Gazave and Hatcher, ), clinical learning environments for developing clinical reasoning skills (Mauldin Pereira et al, ), and 3D design of anatomical models based on the building capabilities of Second Life (Richardson‐Hatcher et al, ).…”
Section: Introductionmentioning
confidence: 99%
“…There are, furthermore, even more specialized simulation environments such as a transfusion operation simulator [41], or a human immunodeficiency virus (HIV) epidemic simulator [42] as well as other hazardous or highly impactful real life situations [43], [44]. Even in a rather narrow and specific healthcare field such as dentistry there have been some activity ( [45]- [49]) but with the bulk of the activity turned towards proprietary custom virtual reality simulators ( [50]- [53]). Due to its highly collaborative nature and the ease of content creation in these platforms, nursing training has a strong presence in them.…”
Section: Introductionmentioning
confidence: 99%
“…There are several studies and reviews regarding nursing education ([54]- [59]), ranging from generic journal clubs [60], honing interpersonal interview skills [61] and decision-making capabilities [62], to specifics like mental health nursing [63], moving all the way to meta-education, such as faculty education about nursing teaching methods [64]. With this being only a very high level overview of the material available on these platforms and a couple of very comprehensive cataloguing efforts [18] [49] we present here a further automation of this presentation method. First we present as it has been achieved, the separation of the narrative from the virtual environment and its consumption from the web using static web page tree as a proof of application approach.…”
Section: Introductionmentioning
confidence: 99%
“…These could be realistic, such as a virtual laboratory (Cashmore, Cane, & Lavelle, 2013) or pseudo-realistic, such as the ability to dissect a 3D frog (Lucas, 2011) or explore electronic circuits (Callaghan, McCusker, Losada, Harkin, & Wilson, 2013). Other work demonstrates the benefits of developing more flexible learning spaces which can be repurposed for use by other disciplines (Dafli, Vegoudakis, Pappas, & Bamidis, 2010) and to simulate complex clinical environments without endangering patients (Antoniou, Athanasopoulou, Dafli, & Bamidis, 2014).…”
Section: Introductionmentioning
confidence: 99%