Online Virtual 3 D Health Care Learning Environments

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Online Virtual 3 -D Health Care Learning Environments Margaret M. Hansen Visiting Associate Professor

Online Virtual 3 -D Health Care Learning Environments Margaret M. Hansen Visiting Associate Professor UTS Associate Professor School of Nursing University of San Francisco http: //www. m 2 hnursing. com HISA Educational Meeting 12. February 2008

Are you interested? • During the past year an increased interest in virtual 3

Are you interested? • During the past year an increased interest in virtual 3 -D worlds as learning spaces • You may find campuses within these virtual spaces • Flexible places for creative expression, learning, exploration, role modelling • Familiar virtual 3 -D spaces are Second Life, Active Worlds, and There

You can live a second life… • Second Life – Created and owned by

You can live a second life… • Second Life – Created and owned by “residents” – Linden Labs brought it to “this” life in 2003 – Currently has 6 million residents from over 100 countries in “this first” life – Choose a new name; create a character, animal or even icon as an “avatar” – fly, dance, sit, open doors, swim, eat, etc. – http; //slife. com/

What are they? • An opportunity to – Login and interact with a sense

What are they? • An opportunity to – Login and interact with a sense of ‘presence’ – Social networking (Web 2. 0 example) – Share rich media in a seamless manner – Creates a feeling of presence – Connection with the community – Connect with friends/business associates • The 2007 Horizon Report • K. Boulous http: //healthcybermap. org/sl. htm

So what is the link to education? • Immersive environment where people meet, interact,

So what is the link to education? • Immersive environment where people meet, interact, explore, and construct knowledge • The Y and Z generations – Y Gen (1980 -1994): can’t imagine life without technology – Z Gen (1995 -2009? ): addicted to technology – Learning styles include fluency in multimedia and simulated-based virtual 3 -D settings, co-design of learning experiences, personalized to individual learning needs, communal learning – Dede (2003)

Pedagocial Potential? • Second Life Education Wiki: Sim Teach – “Second life provides a

Pedagocial Potential? • Second Life Education Wiki: Sim Teach – “Second life provides a unique and flexible environment for educators interested in distance learning, computer-supported cooperative work, simulation, new media studies, and corporate training. ” – “Second life provides an opportunity to use simulation in a safe environment to enhance experiential learning, allowing individuals to practice skills, try new ideas, and learn from their mistakes” – Moreover, students and educators may collaborate at a distance in a networked social community. – http: //www. simteach. com/wiki/index. php? title=Second _Life_Education_Wiki

Theoretical Frameworks • Jean Piaget’s Constructivism – – Active learning through interaction Reflects perception

Theoretical Frameworks • Jean Piaget’s Constructivism – – Active learning through interaction Reflects perception and understanding of experiences Learner generated Collaboration…knowledge is socially constructed • George Siemen’s Connectivism – Wisdom of the crowds – Social networks • Roger’s Diffusion of Innovations Theory – Academics adoption of new innovations?

Use in education? • From English to Chemistry courses meet in Second Life •

Use in education? • From English to Chemistry courses meet in Second Life • Emergency preparedness activities in Play 2 Train • The Advanced Learning and Immersive Virtual Environment (ALIVE) project at USQ – http: //eprints. usq. edu. au/2983/1/Baillede_Byl_Taylor. pdf

Examples in Education • Healthcare • The Integration of Physiology Models with Avatars to

Examples in Education • Healthcare • The Integration of Physiology Models with Avatars to Expand the Opportunities for High. Fidelity Medical Training – Live practice drills for disaster response simulated at the hospital and victims are human role-players • Nursing Students Train for ED Environment in Virtual Online World – Nursing students instruct their 3 -D avatars to treat patients using real-life tools (IVs, oxygen set up, etc)

Examples in Healthcare • Person-to-Person Interaction Demonstration: Patient Exam Role-Play – Students may get

Examples in Healthcare • Person-to-Person Interaction Demonstration: Patient Exam Role-Play – Students may get the experience of interacting with patients and other healthcare professionals thru role playing in a safe environment – Following the role play students may discuss and reflect on their experiences and how it will shape their future encounters – http: //www 2. kumc. edu/tlt/SLEDUCAUSESW 2005/SLP resentation. Outline. htm

More Examples • Play 2 Train: An Idaho Bioterrorism Awareness and Preparedness Program –

More Examples • Play 2 Train: An Idaho Bioterrorism Awareness and Preparedness Program – http: //www. Ibapp. org/ • The French Language Virtual Medical University • Attending Medical School in Virtual Reality – http: //student. bmj. com/issues/07/12/news/431. php • The Centers for Disease Control – Share public health information via “Hygeia Philo” (lover of health) – http: //www. social-marketing. com/blog/2006/11/cdcssecond-life. html

And, more examples • Genetics in Second Life – Created by a medical student

And, more examples • Genetics in Second Life – Created by a medical student at the Univ of Debrecen – http: //scienceroll. com/2007/04/11/genetics-insecond-life/ • Virtual Hallucinations Project at Univ of California at Davis – http: //www. smh. com. au/news/biztech/lookwhos-got-a-secondlife/2006/12/05/1165080887728. html

Pros and Cons • Pros: – Multiverse environment that people may construct, play, immerse

Pros and Cons • Pros: – Multiverse environment that people may construct, play, immerse themselves, construct knowledge – Continuing education for students and health professionals – Obtain a land grant at Campus Life and give it a whirl – New learning environments for students and research opportunities • Eg, Graduate students learning to become educators may develop their own classrooms, curricula, objectives, and learn how to collaborate, role play, build connections, play games, navigate streaming video/audio/You. Tube, etc

Pros and Cons • Cons – Concerns with Internet addiction, trust/identity/privacy issues/pornography – Potential

Pros and Cons • Cons – Concerns with Internet addiction, trust/identity/privacy issues/pornography – Potential 3 D navigation – User interface issues – Costs – Good scripted story and learning objectives

So what about learning outcomes? • Research, research • Research Potential of Virtual Worlds:

So what about learning outcomes? • Research, research • Research Potential of Virtual Worlds: What environment for what methodology? – http: //terranova. blogs. com/terra_nova/2007/10 /research-potent. html#more • Research efforts begin with adoption of the technology • Interviews and ethnographic research methods are recommended

Do you want a second life? • Well, many of us can’t even get

Do you want a second life? • Well, many of us can’t even get a first life • And, of course this technology may be too overwhelming for academics to adopt • Look forward because it is forecasted in 2 years this technology and ‘serious gaming’ will be at the forefront of higher education • Perhaps we all need to get a second life avatar and ‘play’ in the future playground of higher education

Thank you! • I want to thank Denise Dignam and Doug Elliott at UTS

Thank you! • I want to thank Denise Dignam and Doug Elliott at UTS for giving me the gracious space to research Web 2. 0 technologies and to discuss the ideas that are roaring in my head for the future of healthcare professional education and development • And, thank you for your time and attention! • Contact: margaret. hansen@uts. edu. au or mhansen@usfca. edu • Podcast will be made available at http: //www. m 2 hnursing. com

References • Antonacci, DM & Modares, N. (2005) Second Life: The Educational Possibilities of

References • Antonacci, DM & Modares, N. (2005) Second Life: The Educational Possibilities of a Massively Multiplayer Virtual World (MMVW) – http: //connect. educause. edu/Library/Abstract/Second Life. The. Educational. P/43821? time=1202781852 • Dede, C. (2005) Planning for neomillennial learning styles. Educatuse Quarterly, 28(1). [Online]. Available: www. educause. edu/apps/eq/eqm 0511. asp? bhcp =1.