Graphics Programs Reference
In-Depth Information
There are thousands of sites sponsored or built by
universities all over the world. Many simply re-
produce the real-world university in structure and
replicate activities that take place on the physical
campus, such as lectures and tutorials. Equally,
there are hundreds of attempts at simulations for
education in MUVEs such as Second Life. Many
of these have little or no impact on the participant
because they lack a fundamental understanding of
the theoretical foundations of such simulations.
The development of best practices in this area will
assist in relevant, useful and educative simulations
that can show impact and advancement.
All in all, the use of 3D MUVE-based simula-
tions in clinical experience through a virtual world
is a relatively new and complex area of research,
albeit one that presents much promise and poten-
tial. While it is unlikely that 3D MUVE or virtual
world-based simulations will completely replace
hands-on learning activities and social interaction
in the real world, they can certainly serve as a
powerful adjunct and a means of facilitating rich,
immersive, socio-experiential learning experi-
ences that will contribute to the development of
competent healthcare professionals.
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ReFeReNCeS
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education . New York: Springer.
Aldrich, C. (2004). Simulations and the future
of learning . San Francisco: John Wiley & Sons.
Beaubien, J. M., & Baker, D. P. (2004). The
use of simulation for training teamwork skills
in healthcare: How low can you go? Quality &
Safety in Health Care , 13 (1), 51-56. doi:10.1136/
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Aldrich, C. (2005). Learning by doing: A com-
prehensive guide to simulations, computer games,
and pedagogy in e-learning and other educational
experiences . San Francisco: Pfeiffer.
Alinier, G. (2007). A typology of educationally fo-
cused medical simulation tools. Medical Teacher ,
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Benson, P. (2004). Online learning: A means to
enhance professional development. Critical Care
Nurse , 24 (1), 60-63.
Berge, Z. (2008). Multi-user virtual environments
for education and training? A critical review of
Second Life. Educational Technology , 48 (3),
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