2008
DOI: 10.2196/jmir.1051
|View full text |Cite
|
Sign up to set email alerts
|

Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments: A Review of the Literature

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… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

2
103
0
4

Year Published

2009
2009
2018
2018

Publication Types

Select...
6
3

Relationship

0
9

Authors

Journals

citations
Cited by 182 publications
(116 citation statements)
references
References 3 publications
2
103
0
4
Order By: Relevance
“…Live exercises are expensive and difficult to organize, but virtual environments may offer an accessible and economic tool to meet training needs [6] . The evolution of telecommunication technologies, web-services and software engineering has opened the virtual world with synthetic representations of reality that can help provide realistic training exercises [7][8][9] .…”
Section: Introductionmentioning
confidence: 99%
“…Live exercises are expensive and difficult to organize, but virtual environments may offer an accessible and economic tool to meet training needs [6] . The evolution of telecommunication technologies, web-services and software engineering has opened the virtual world with synthetic representations of reality that can help provide realistic training exercises [7][8][9] .…”
Section: Introductionmentioning
confidence: 99%
“…Emerging from multi-user online games, these virtual landscapes of interacting individuals have been called the 'natural playgrounds' of young adult learners (Hansen, 2008), offering engaging, effective, rich and immersive learning experiences (Johnson, Vorderstrasse & Shaw, 2009). In terms of teaching and learning, MUVEs lend themselves to strategies that focus on interaction (with others and the environment) and role-play (Salt, Atkins & Blackall, 2008), and they are able to be used in ways that position students as active participants rather than passive observers (C. ).…”
Section: Teaching and Learning In Virtual Realitiesmentioning
confidence: 99%
“…X-rays) with the aim of improving communication, diagnosis and/or other generic and specialised clinical knowledge and skills (Hansen, 2008). One such build that is particularly relevant to the nursing and midwifery discipline is the postpartum haemorrhage clinical scenario developed by academics from the Boise State University in the US and The University of Auckland in New Zealand (Honey, Diener, Connor, Veltman & Bodily, 2009).…”
Section: Teaching and Learning In Virtual Realitiesmentioning
confidence: 99%
“…[10] The prominent factors, driving the use of computers in pharmacy education, are to ease out the burden of excessive teaching on students, overcome the dwindling resource base and to capitalize on new web-based technologies. As a consequence, an organization, Pharmacy Consortium for Computer-Aided Learning (PCCAL), United Kingdom, was set up in 1992 with the sole purpose of developing computer-based and web-based software application tools for pharmacy pupils.…”
Section: Pharmaceutical E-learning: a Retrospectmentioning
confidence: 99%