Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: a review of the literature.
review · Level V
Where this comes from
- Record sourced from PubMed, PMID 18762473.
- Also identified by DOI 10.2196/jmir.1051 and PMC identifier 2626432.
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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 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger's Diffusion of Innovations Theory and Siemens' Connectivism Theory for today's learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare.
Medical subject headings
- Health Education
- Internet
- User-Computer Interface