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"This comprehensive collaborative learning workshop guide, developed from the ELI 2009 Fall Focus Session, contains a resource list and five workshop modules intended to reduce some of the extensive work involved in assembling the components and curriculum for such a program. Each of the modules contains topical guidelines, content, resources, and best practices, and each can be easily customized to fit the needs of your institution, department, or unit."
OpenZine (pronounced "openzeen") is a place where blogging is more fun! Make a blog website that looks like a magazine.
Create free blog pages and group your posts with a cover you create. Collaboration online free.
Enter a problem, and a unique URL is created. Once shared with others, a group can collaborate by adding questions, comments, solutions, etc. Very easy to use and effective way to solve problems.
Qualitative analysis of the attitudinal surveys following the
activity provided data regarding students' preference for the Physical Webbing activity over the traditional lecture, acceptance of participatory manipulatives, perceived learning and attitudes towards collaborative kinesthetic three-dimensional Mind Mapping.
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.
Really nice collaborative science site. Access resources, partake in discussions, set up virtual classroom spaces, connect to other teachers, scientists, etc.