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shahbazahmeed

rytryryt - 0 views

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technology learning tools

started by shahbazahmeed on 12 Apr 21 no follow-up yet
MATTHEW TradeSkillsLLC Tripp

SNOW SERVER XGRID - 0 views

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    Show the virtual reality game of university administration as process outline modification effects.... for the creative commons iPhone flowchart flashcard application bluetooth projector by blockposters.com wall mural (flowmotion book style) process outline overlay GTD flowchart plus middle school conflict resolution, auto mechanic, restaurant dishwasher / salad or fry and prep, kid's homework flowchart to clean their room GTD podcast, college dorm lifestyle and roommates like kitchen / bath / laundry / living room house rules troubleshooting flowchart which at restaurant stations switches mural posters not like the poster sales places but on a leftright slide shuffle... and the following of the twitter, ning, facebook, blogs, professional journals, real time information (dissertation and thesis context realtimeline maps the duration of your college experience non-tenure) as research assistant for ecology students + sociology or anthropology + political science + nursing students... their curriculum is so technically dense that they have no time to correlate real time media to their studies... then the newsletter goes to friends and other students each week or month for 25 cents to one dollar... price decreases until the best green bloggers take over the task and perform the service for free off the ad revenue without india greenwashing. FLASH. Access free software personal development audio library (+ reverse peer review is quantification by the accreditation of the materials used by students where the quality of the paper produced by the student dictates the price of the material highlighting the reference correlations of the new paper from the scientific journal) {this means that if you write crap and students try to use it for reference and the student can only make a crap paper from your professional writing (including books) you will be heavily TAXED on your profits to reinvest into research which makes the actual intellectual collaboration advancements whic
Marge Runkle

750 Words - 45 views

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    A place to write everyday. You can't write well unless you practice. Here is a place to practice online.
James OReilly

Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments... - 0 views

shared by James OReilly on 13 Dec 08 - Cached
  • Virtual 3-D Healthcare Learning Environments
  • 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.
  • Roger’s Diffusion of Innovations Theory
  • ...32 more annotations...
  • Siemens’ Connectivism Theory
  • accelerating momentum
  • 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)
  • Who would imagine attending medical school in a virtual world?
  • 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
  • health information island
  • 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.
  • 2006 health fair
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