2011
DOI: 10.3233/efi-2010-0901
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Real learning in a virtual world: A case study of the school of information studies' learning centre in Second Life

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Cited by 4 publications
(4 citation statements)
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“…Education is another area in which they have been used. As such, many have tried to improve the skills of healthcare professionals through role-play exercises in specifically designed virtual environments [21][22][23][24][25]. The objective of this paper was to review the scientific literature on studies that have used avatars to treat patients with chronic conditions in order to discover the most suitable intervention strategies and determine whether such interventions improve the mental health of said patients.…”
Section: Discussionmentioning
confidence: 99%
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“…Education is another area in which they have been used. As such, many have tried to improve the skills of healthcare professionals through role-play exercises in specifically designed virtual environments [21][22][23][24][25]. The objective of this paper was to review the scientific literature on studies that have used avatars to treat patients with chronic conditions in order to discover the most suitable intervention strategies and determine whether such interventions improve the mental health of said patients.…”
Section: Discussionmentioning
confidence: 99%
“…For example, they have been developed with obesity patients [9][10][11] and to treat mental health diseases such as depressive disorders [12], eating disorders [13,14], addictive disorders [15,16], social anxiety disorders [17][18][19] and agoraphobia [20]. They have also been developed as educational tools in order to enhance healthcare staff performance [21][22][23][24][25]. Facial emotion recognition is another area of study in which virtual reality has been used.…”
Section: Introductionmentioning
confidence: 99%
“…Research has shown that e-learning via Second Life not only provides students with engaging interactions and community presence, but also helps students develop skills related to socialization, peer and group work, critical thinking and problem solving [1].…”
Section: Introductionmentioning
confidence: 99%
“…Researchers found that students become more engaged as they learn new skills while virtually collaborating with new peers across physical boundaries which helped them overcome communication barriers often encountered in face-to-face interactions [1]. Garner, estimates that 80% of active Internet users will have a 'second life' presence in some form of 3D virtual world environment by [2].…”
Section: Introductionmentioning
confidence: 99%