2017
DOI: 10.1007/s40670-017-0374-8
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Evaluating the Use of Second Life™ for Virtual Team-Based Learning in an Online Undergraduate Anatomy Course

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Cited by 14 publications
(12 citation statements)
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“…USA) in 2003, is the most active virtual world in education with healthcare professionals [14]. Interesting education experiences have been carried out in Second Life with patients [15][16][17], physicians [18,19], and medical students [20][21][22]. Users can communicate within Second Life via voice and written chat or, alternatively, sending notecards (in-world written messages that remain stored in the inventory of the receiving avatar, recording the date and time of sending and the avatar that created it).…”
Section: Introductionmentioning
confidence: 99%
“…USA) in 2003, is the most active virtual world in education with healthcare professionals [14]. Interesting education experiences have been carried out in Second Life with patients [15][16][17], physicians [18,19], and medical students [20][21][22]. Users can communicate within Second Life via voice and written chat or, alternatively, sending notecards (in-world written messages that remain stored in the inventory of the receiving avatar, recording the date and time of sending and the avatar that created it).…”
Section: Introductionmentioning
confidence: 99%
“…There has been some success with using metaverse elements for virtual stations‐based approaches. The online game, Second Life, has been used for medical education, where students were able to collaborate between, and compete against, other students while learning radiology, 15 or where students were engaged with virtual team‐based learning in an anatomy course 13 …”
Section: Twenty Use‐cases For the Metaverse In Anatomy And Physiologymentioning
confidence: 99%
“…12 There has also been success with anatomy teaching through the software Second Life. This metaverse-like virtual world has enabled team-based anatomical learning, 13 multiuser virtual environments for learning gross anatomy, 14 and competition between students to enhance enjoyment of presented concepts. 15 In all cases, learners appeared to appreciate the unique use of technology, showing that virtual worlds can present potentially highly engaging and motivating platforms for learning.…”
Section: Introductionmentioning
confidence: 99%
“…Second Life (), launched by Linden Research, Inc. (San Francisco, CA) in 2003, is considered the most popular and active virtual world in higher education (Baker et al, ; Warburton, ; Gong, ; Potkonjak et al, ) and the most used virtual world platform for health education (Liaw et al, ). Second Life educational capabilities have been used for patient health education (Zielke et al, ; Rosal et al, ; Brewer et al, ; Weiner et al, ) and for online learning of diverse health professionals (Papadopoulos et al, ; Antoniou et al, ; Miller and Jensen, ; Irwin and Coutts, ; Shaffer et al, ; Mauldin Pereira et al, ), including postgraduate (Wielcha et al, ; Schwaab et al, ; Melús‐Palazón et al, ) and undergraduate (Richardson et al, ; Creutzfeld et al, ; Gazave and Hatcher, ) medical users. Learning platforms developed in Second Life for health undergraduate students utilize diverse approaches, such as case‐based learning (Conradi et al, ), team‐based learning (Richardson‐Hatcher et al, ; Gazave and Hatcher, ), clinical learning environments for developing clinical reasoning skills (Mauldin Pereira et al, ), and 3D design of anatomical models based on the building capabilities of Second Life (Richardson‐Hatcher et al, ).…”
Section: Introductionmentioning
confidence: 99%