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Game-based learning for Virtual Patients in Second Life: Single virtual patients game-based learning

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Published on May 19, 2008

Game-based learning for Virtual Patients in Second Life: Single virtual patients game-based learning

The Faculty of Medicine at Imperial College London developed a region in Second Life that aims to design game-based learning activities for the delivery of virtual patients that can drive experiential, diagnostic, and role-play learning activities supporting patients' diagnoses, investigations and treatment.
Phase II of this project introduces a multi-patient approach. Five virtual patients suffering from different respiratory problems, such as: Lung Cancer, Pneumothorax and Pneumonia have been implemented. The same narrative and activity model is applied for all the patients. More demanded feedback and guidance for cyclical content have been introduced in this phase.
The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation.
Can Second Life help teach doctors to treat patients? - CNN Edge of Discovery: http://edition.cnn.com/2009/TECH/03/3...

Surveying virtual world use in UK universities and colleges - Eduserve: http://www.silversprite.com/?page_id=355

Toro-Troconis, M., Roberts, NJ, Smith, SF, Partridge, MR. (2010), ‘Students’ perceptions about delivery of game-based learning for virtual patients in Second Life’, in Zagalo, N., Morgado, L. and Boa-Ventura, A. (eds.), Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms. USA: IGI Global, (In press).

Toro-Troconis, M., Meeran, K., Higham, J., Mellström, U., Partridge, M. (2010), 'Design and delivery of game-based learning for virtual patients in Second Life®: initial findings', in Peachey, A., Gillen, J., Livingstone, D., & Robbins, S. (eds), Researching Learning in Virtual Worlds UK: Springer, pp. 111-138, ISBN: 978-1-84996-046-5 http://link.springer.com/chapter/10.1...

Toro-Troconis, M., Partridge, M. (2010), 'Designing game-based learning activities in virtual worlds: experiences from undergraduate medicine', in Youngkyun Baek (ed.), Gaming for Classroom-Based Learning : IGI Global, pp. 270-280, ISBN10: 1615207139
http://www.igi-global.com/chapter/des...


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