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Sökning: WFRF:(Toro R) > Luleå tekniska universitet

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1.
  • Toro-Troconis, Maria, et al. (författare)
  • Design and development of a component-based systemfor virtual patients in the virtual worls of Second Life
  • 2011
  • Ingår i: Journal of Emerging Technologies in Web Intelligence. - : Engineering and Technology Publishing. - 1798-0461. ; 3:4, s. 308-316
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents the development of aComponent-Based System structured as a distributed threetierarchitecture, enabling monitoring and informationvisualisation of application activity as well as presentation offeedback to learners via a Heads-Up-Display (HUD) in thevirtual world of Second Life®. The activities follow a gamebasedlearning approach and take place in a RespiratoryWard in Second Life®, where learners interact with virtualpatients receiving intrinsic feedback about their diagnosis,investigations and treatments. The proposed architecturedeveloped by the authors, consists of different virtualpatient components that provide the relevant personal andclinical data to the clinical scenario; a data availabilitymodel that enables the sequencing and progressivedisclosure of a virtual patient identifying triggers andscaffolding information, and an activity model whichencodes the activities available and how the learner will beable to engage with the virtual patients.
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3.
  • Toro-Troconis, Maria, et al. (författare)
  • Designing Game-Based Learning Activities in Virtual Worlds : Experiences from Undergraduate Medicine
  • 2010
  • Ingår i: Gaming for classroom-based learning. - Hershey PA : Information Science Reference. - 9781615207145
  • Bokkapitel (refereegranskat)abstract
    • In view of the current interest taking place in the area of education and virtual worlds, such as Second Life®, many educationalists have began to explore the benefits of applying game-based learning in these environments. In this chapter, the authors attempt to explore the elements associated with game-based learning in virtual worlds, focusing on the design process and how effective game-based learning activities can be achieved following pedagogic frameworks. The authors view learning in games as a form of driving learners’ motivations and this is reflected in the design and development of the virtual respiratory ward at Imperial College virtual hospital explained in this chapter.
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  • Toro-Troconis, Maria, et al. (författare)
  • Game-based learning in respiratory medicine via Second Life
  • 2008
  • Ingår i: Thorax. - 0040-6376 .- 1468-3296. ; 63:Suppl. 7, s. A157-
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • Background: Opportunities for learning from real patients have decreased. Self-directed learning at times suitable for shift patterns are increasingly likely to become important. This study reports on the design and evaluation of game-based learning activities for virtual respiratory patients in Second Life. Methods: A virtual teaching hospital was created in Second Life (http://www.elearningimperial.com/index.php?option = com_content&task = view&id = 37&Itemid = 58). A respiratory ward has been designed with a pneumothorax patient focussing upon game-based learning activities (requesting investigations and planning management). Similar material was available as part of a respiratory emergencies e-learning module embedded in the year 3 medical undergraduate curriculum. Initial data about gaming competence was obtained from 118 full-time undergraduate medical students (mean age 22 years) who volunteered for the study. A stratified sample of 50 students was selected according to gender and high and low gamer categories and was randomly assigned into two groups. One group (23/25 attended) was given access to the game-based learning activities in Second Life and the second group (19/25 attended) was given access to the same content delivered as an interactive e-module. After use of the modules students in both groups completed a questionnaire involving 21 statements related to affective components, perceived control, perceived usefulness and behavioural components (scored on a 5-point Likert scale). 2 or Fisher's exact test was used to compare categorical variables between both groups. The questions were combined into groups 1-3 (disagree) and 4-5 (agree). Results: There was no evidence of a difference in general attitude for Second Life (p = 0.66) or the e-module (p = 0.86) between gender. There was some evidence of an association between gaming competence and gender for Second Life (p = 0.03) or e-module (p = 1.00). Conclusions: The results suggest some evidence of an association between previous gaming experience and gender in favour of Second Life, but the pilot study shows that significant previous experience of Second Life is necessary for this learning activity. The current technology limits the number of learners that can attend the virtual patient in the same way as physical space limits the number around a bed in an existing hospital ward.
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  • Resultat 1-5 av 5
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tidskriftsartikel (2)
bokkapitel (2)
konferensbidrag (1)
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refereegranskat (3)
övrigt vetenskapligt/konstnärligt (2)
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Toro-Troconis, Maria (5)
Partridge, Martyn R (3)
Partridge, M R (2)
Mellström, Ulf (1)
Smith, S. F. (1)
Kamat, Ashwin (1)
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