717 research outputs found

    The use of technology in healthcare education: a literature review

    Get PDF
    This paper presents a literature review into the use of technology in healthcare education. A search of three electronic databases resulted in 20 articles for inclusion in the review. The articles were synthesised into a narrative review. The review identified four key themes across the literature: the types of technologies used in healthcare education; the integration of technology into the healthcare curriculum; the skills and knowledge of the healthcare educators; and the benefits of using technology for the learners. The literature demonstrated that a wide range of technologies are now used within healthcare education, and this requires educators to adapt their practice and develop their technical skills to be competent users. The successful integration of technology into healthcare curriculums can be beneficial for healthcare learners by developing their clinical and professional skills, and enhancing their learning experience

    I am here - are you there? Sense of presence and implications for virtual world design

    Get PDF
    We use the language of presence and place when we interact online: in our instant text messaging windows we often post: Are you there? Research indicates the importance of the sense of presence for computer-supported collaborative virtual learning. To realize the potential of virtual worlds such as Second Life, which may have advantages over conventional text-based environments, we need an understanding of design and the emergence of the sense of presence. A construct was created for the sense of presence, as a collaborative, action-based process (Spagnolli, Varotto, & Mantovani, 2003) with four dimensions (sense of place, social presence, individual agency, and mediated collaborative actions). Nine design principles were mapped against the four dimensions. The guiding question for the study\u27s exploration of the sense of presence was: In the virtual world Second Life, what is the effect on the sense of presence in collaborative learning spaces designed according to the sense of presence construct proposed, using two of the nine design principles, wayfinding and annotation? Another question of interest was: What are the relationships, if any, among the four dimensions of presence? The research utilized both quantitative and qualitative measures. Twenty learners recruited from the Graduate School of Education and Psychology at Pepperdine University carried out three assigned collaborative activities in Second Life under design conditions foregrounding each of the two design conditions, and a combination of the two. Analyses from surveys, Second Life interactions, interviews and a focus group were conducted to investigate how various designed learning environments based in the virtual world contributed to the sense of presence, and to learners\u27 ability to carry out collaborative learning. The major research findings were: (a) the construct appears robust, and future research in its application to other virtual worlds may be fruitful; (b) the experience of wayfinding (finding a path through a virtual space) resulted overall in an observed pattern of a slightly stronger sense of place; (c) the experience of annotation (building) resulted overall in an observed pattern of a slightly stronger sense of agency; and (d) there is a positive association between sense of place and sense of agency

    Examination of interactive experience: Construction of physical and social presence in virtual environments

    Get PDF
    Interactivity seems to be a familiar concept, which partially explains its frequent use in discussions about new communication technologies and what they can bring to communication studies. However, interactivity research has yet to reach a comprehensive and concrete consensus concerning the antecedents and consequences of interactive experiences. The main objective of this research is to determine the factors responsible for fostering the interactivity experience in the multiuser virtual environments and to observe how this variance in interactivity will affect the formation of physical and social presence. The study also examines the possible relationship between physical and social presence via correlation analysis and uses a one-way ANOVA with Post-Hoc Tests to designate the effects of interactivity on physical and social presence

    Virtual learning scenarios for qualitative assessment in higher education 3D arts

    Get PDF
    Using enhanced learning technologies (TEL) including immersive virtual reality environments, we are seeking to achieve a new way of assessing subjects of 3D arts. We have developed a project based on Scenario Centered Curriculum (SCC), where the students have to think, design, convey, validate, and build a civil project using new technologies that help in the assessment process. We have used gamification techniques and game engines to evaluate planned tasks in which students can demonstrate the skills they developed in the scenarios. The assessment is integrated in the creation of a 3D complex model focused on the construction of a building in a virtual space. This whole process will be carried out by gamification techniques to embed the assessment of the 3D models with the objective of improving students learning.Author's final draf

    Asymmetric collaboration in virtual reality: A taxonomy of asymmetric interfaces for collaborative immersive learning

    Get PDF
    It has been established that Virtual Reality (VR) possesses certain qualities for educational purposes. These include the ability to place the learner at the location or in the perspective that the desired knowledge exists (e.g., travelling to another planet or shrinking to miniature size to observe internal anatomy). VR is also considered to contribute with enriching the curricular content, promoting active forms of learning, performance assessment of high validity, and provide the opportunity to teach applied academic knowledge in life-like situations. In regards to teaching mathematics and geometry, three key affordances have been identified; interactive manipulation and construction of three-dimensional geometry, comprehension of spatial relationships, and rectification of abstract problems. Safety protocols and practical guidelines from classroom experimentation have also been formulated by various research projects. In this manuscript, asymmetrical immersive VR in education will be reviewed, as it is relevant for the narrative of learning situations where multiple students use the technology together. As an example, in mathematics, asymmetric VR could be used in contexts where unknown variables must be found in collaboration. The purpose of the narrative literature review is to gain a greater understanding of how asymmetric game mechanics has influence on communication and collaboration between learners. To map the dynamics of this type of learning activity, a taxonomy will be presented. Since VR is still under development in terms of hardware and software, it is important that the current and future technical possibilities are described in a conceptual manner, as well as conclude on optimal coupling between communication dynamics and collaboration mechanics

    Assessing mobile mixed reality affordances as a comparative visualization pedagogy for design communication

    Get PDF
    Spatial visualisation skills and interpretation are critical in the design professions but are difficult for novice designers. There is growing evidence that mixed reality visualisation improves learner outcomes, but often these studies are focused on a single media representation and not on a comparison between media and the underpinning learning outcomes. Results from recent studies highlight the use of comparative visualisation pedagogy in design through learner reflective blogs and pilot studies with experts, but these studies are limited by expense and designs familiar to the learner. With increasing interest in mobile pedagogy, more assessment is required in understanding learner interpretation of comparative mobile mixed reality pedagogy. The aim of this study is to do this by evaluating insights from a first-year architectural design classroom through studying the impact and use of a range of mobile comparative visualisation technologies. Using a design-based research methodology and a usability framework for accessing comparative visualisation, this paper will study the complexities of spatial design in the built environment. Outcomes from the study highlight the positives of the approach but also the improvements required in the delivery of the visualisations to improve on the visibility and visual errors caused by the lack of mobile processing

    Social Aspects of CSCL Environments: A Research Framework

    Get PDF
    Although there are research findings supporting the positive effects of computer-supported col- laborative learning (CSCL), problems have been reported regarding the learning process itself, group formation, and group dynamics. These problems can be traced back to impeded social interaction between group members. Social interaction is necessary (a) for group members to learn from each other in a CSCL environment and (b) for socioemotional processes to help cre- ate a social space where trust, sense of community, and strong interpersonal relationships exist. This article introduces a theoretical framework consisting of three core elements: sociability, social space, and social presence, along with their relationships with group members’ mental models, social affordances and learning outcomes. It postulates that the three core elements influence the social interaction needed for both learning and the emergence of a social space. This framework serves as a basis for a research agenda for systematic social CSCL research

    Game-like interactive environment using BIM-Based Virtual Reality for the Timber Frame Self-Build Housing Sector

    Get PDF
    BIM, gamification, and Virtual Reality applications are more often used to serve the interests of Design for Manufacture and Assembly (DfMA). This paper presents a comprehensive study to exploit these technologies’ innovative approaches and capabilities. The study is specifically adopted to implement small and medium-size architectural and construction practices with a limited budget and time dedicated to visualisation creation. The collected evidence proved that a game-like platform combined with BIM could provide simplified data delivery to a client, leading to customer satisfaction, confidence and increased sales. The designed workflow and templates were tested in the case study of a small self-build construction company. The staff was trained to provide BIM data correctly and use supplied game templates. The case study demonstrated that automation of the VR House Configurator creation is achievable. The study’s outcome is an integrated solution to regenerate BIM models in the game environment and utilise the house configurator’s organised furniture library and costing interface. Furthermore, the usability tests confirmed the applicability, practicability, and validity of the developed framework and tools to deal with the revealed challenges in the self-build sector. Finally, the research provided a fresh approach for the companies in the sector, a step-by-step guide for implementing the innovative changes, and detailed descriptions of the methodologies and workflows
    • …
    corecore