Students’ perceptions about delivery of game-based learning for virtual patients in Second Life

Maria Toro-Troconis, Nicola Roberts, Susan F. Smith, Martyn R. Partridge

    Research output: Chapter in Book/Report/Conference proceedingChapter (peer-reviewed)peer-review

    Abstract

    Two groups of undergraduate medical students (Yr 3, n=14) were invited to participate. The research question posed was: “In your opinion what are the advantages and disadvantages of learning in Second Life compared with other methods?” Thirty items were generated in each group, then reduced to 10 items. These were classified into 3 themes 1) learning experience, 2) clinical exposure, and 3) technical experience.
    Original languageEnglish
    Title of host publicationVirtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms
    EditorsN. Zagalo, L. Morgado, A. Boa-Ventura
    PublisherIGI Global
    Pages138-148
    Number of pages11
    ISBN (Print)9781609608545
    DOIs
    Publication statusPublished - 2011

    Publication series

    NamePart of the Advances in Social Networking and Online Communities (ASNOC) Book Series

    Keywords

    • Second Life
    • virtual patients
    • game-based learning
    • virtual learning environments

    Fingerprint Dive into the research topics of 'Students’ perceptions about delivery of game-based learning for virtual patients in Second Life'. Together they form a unique fingerprint.

    Cite this