It was in April 2008 when our Head of the Department asked us to develop specifications of our department's presence in Second Life.
We searched for literature sources but the key papers or pointers came from our very generous colleagues on the SLED List.
The papers, particularly, Jennings and Collins, 2007, offered useful insights in terms of how the learning spaces in Second Life are designed but there weren't any papers or reports that captured experiences of students, educators and designers Or any guidelines - eg do's and dont's of how learning spaces should be designed…
So the question that we started with in our research is: How should 3D learning spaces be designed for learner engagement?
Recently, we want to go forward to create a next step in virtual learning and strongly believe that an integration of Second life and Sakai system will construct a most powerful virtual interactive learning environment with the most wanted features.
Coming Home will incorporate immersive games, virtual world expertise and virtual human intelligence. The institute is already familiar with creating virtual humans, and these humans will provide services that would have otherwise required a real human be logged in. Morie's team is also developing an online veterans center that will try to reduce post-traumatic stress disorder and give veterans a place to socialize and seek complementary and alternative medical interventions.
"We're working with the Mindfulness Center in San Diego, and they'll be running classes in Second Life in our land with veterans," Morie said. "We'll see how the veterans respond to that and how the facilitators work.""
Doch Second Life eignet sich nicht nur für die gepflegte virtuelle Freizeitgestaltung. Die angebotenen Navigationsmöglichkeiten (Flug, Zoom) machen es zu einem exzellenten Werkzeug zur Visualisierung von Informationen, die man sonst nur schwer darstellen könnte. Second Life wird also zu einer Möglichkeit, die reale Welt aus anderen Blickwinkeln zu betrachten.
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.
there are some fundamental questions which remain unanswered.
it is beneficial to address while the race to adopt and implement highly engaging Web 3-D virtual worlds is watched in healthcare professional education
Therefore, Roger’s Diffusion of Innovations Theory [5] and Siemens’ Connectivism Theory [6] for today’s learners will serve as theoretical frameworks for this paper.
A 3-D virtual world, also known as a Massively Multiplayer Virtual World (MMVW), is an example of a Web 2.0/Web 3-D dynamic computer-based application.
applications that enable social publishing, such as blogs and wikis
the most popular virtual world used by the general public is Linden Lab’s Second Life (SL)
health information island
US agencies, such as the Centers for Disease Control and the National Institutes of Health conduct meetings in SL to discuss the educational potential of SL
virtual medical universities exist all over the world
The term “avatar” is an old Sanskrit word portraying a deity which takes on a human shape
Trauma Center
Virtual worlds are currently being used as educational spaces [1] and continue to grow in popularity on campuses and businesses worldwide. Furthermore, access to versions of virtual worlds on the Web, such as “Croquet,” “Uni-Verse,” and “Multiverse” are predicted within two to three years to be mainstream in education
there are reported advantages to having students engage in these emerging technologies
By allowing students time to interact with other avatars (eg, patients, staff members, and other healthcare professionals) in a safe, simulated environment, a decrease in student anxiety, an increase in competency in learning a new skill, and encouragement to cooperate and collaborate, as well as resolve conflicts, is possible.
High quality 3-D entertainment that is freely accessible via Web browsing facilitates engagement opportunities with individuals or groups of people in an authentic manner that illustrates collective intelligence
Advanced Learning and Immersive Virtual Environment (ALIVE) at the University of Southern Queensland
Who would imagine attending medical school in a virtual world?
Problem-based learning groups enrolled in a clinical management course at Coventry University meet in SL and are employed to build learning facilities for the next semester of SL students. This management course teaches students to manage healthcare facilities and is reported to be the first healthcare-related class to use SL as a learning environment.
Another example of a medical school using SL is St. George’s Medical School in London.
Stanford University medical school
Another virtual world project developed by staff at the Imperial College in London, in collaboration with the National Physical Lab in the United Kingdom, is the Second Health Project
Mesko [35] presents the top 10 virtual medical sites in SL.
The development and use of 3-D virtual worlds in nursing education is increasing.
Some educators may balk at adopting this technology because there is a learning curve associated with the use of 3-D virtual worlds.
Let’s have fun, explore these fascinating worlds and games, and network with others while respecting diverse ways of life-long learning and current researchers’ findings.
there is an underlying push in higher education to adopt these collaborative tools and shift the paradigm from a traditional Socratic method of education to one possessing a more active and interactive nature
One may view online virtual worlds and serious gaming as a threat to the adoption and purchase of high-fidelity computerized patient-simulation mannequins that are currently purchased for healthcare-profession training. For example, nurses may login into SL and learn Advanced Cardiac Life Support at their convenience, and it costs virtually nothing for the nurse and perhaps a nominal fee for the developer.
The educational opportunity in SL may not be a replacement for the doctor- or nurse-patient interaction or relationship, but SL may serve as an adjunct or pre- or post-learning tool.
one recalls when critics questioned the validity and reliability of the stethoscope invented by Laennec in 1816 and how today it is second nature to use this assessment tool.
Update, 3:45pm: InstantAction General Manger Andy Yang confirms, "Yes, this technology could work with Second Life and we'd be happy to speak with them."