Journal of Medical Internet Research
Margaret M Hansen, EdD, MSN, RN
School of Nursing, University of San Francisco, San Francisco, CA, USA
Corresponding Author:
Margaret M Hansen, EdD, MSN, RN
School of Nursing, University of San Francisco
2130 Fulton Street
San Francisco, CA 94117
USA
Phone: +1 415-422-2017
Fax: +1 415-422- 2217
Email: mhansen [at] usfca.edu
ABSTRACT
The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger’s Diffusion of Innovations Theory and Siemens’ Connectivism Theory for today’s learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare.
(J Med Internet Res 2008;10(3):e26)
doi:10.2196/jmir.1051
KEYWORDS
Education; Healthcare; Technology
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