Antoniou Panagiotis E, Athanasopoulou Christina A, Dafli Eleni, Bamidis Panagiotis D
Medical School, Faculty of Health Sciences, Aritstotle University of Thessaloniki, Thessaloniki, Greece.
J Med Internet Res. 2014 Jun 13;16(6):e151. doi: 10.2196/jmir.3343.
Since their inception, virtual patients have provided health care educators with a way to engage learners in an experience simulating the clinician's environment without danger to learners and patients. This has led this learning modality to be accepted as an essential component of medical education. With the advent of the visually and audio-rich 3-dimensional multi-user virtual environment (MUVE), a new deployment platform has emerged for educational content. Immersive, highly interactive, multimedia-rich, MUVEs that seamlessly foster collaboration provide a new hotbed for the deployment of medical education content.
This work aims to assess the suitability of the Second Life MUVE as a virtual patient deployment platform for undergraduate dental education, and to explore the requirements and specifications needed to meaningfully repurpose Web-based virtual patients in MUVEs.
Through the scripting capabilities and available art assets in Second Life, we repurposed an existing Web-based periodontology virtual patient into Second Life. Through a series of point-and-click interactions and multiple-choice queries, the user experienced a specific periodontology case and was asked to provide the optimal responses for each of the challenges of the case. A focus group of 9 undergraduate dentistry students experienced both the Web-based and the Second Life version of this virtual patient. The group convened 3 times and discussed relevant issues such as the group's computer literacy, the assessment of Second Life as a virtual patient deployment platform, and compared the Web-based and MUVE-deployed virtual patients.
A comparison between the Web-based and the Second Life virtual patient revealed the inherent advantages of the more experiential and immersive Second Life virtual environment. However, several challenges for the successful repurposing of virtual patients from the Web to the MUVE were identified. The identified challenges for repurposing of Web virtual patients to the MUVE platform from the focus group study were (1) increased case complexity to facilitate the user's gaming preconception in a MUVE, (2) necessity to decrease textual narration and provide the pertinent information in a more immersive sensory way, and (3) requirement to allow the user to actuate the solutions of problems instead of describing them through narration.
For a successful systematic repurposing effort of virtual patients to MUVEs such as Second Life, the best practices of experiential and immersive game design should be organically incorporated in the repurposing workflow (automated or not). These findings are pivotal in an era in which open educational content is transferred to and shared among users, learners, and educators of various open repositories/environments.
自虚拟患者诞生以来,它们为卫生保健教育工作者提供了一种让学习者参与模拟临床医生环境的体验的方式,而不会对学习者和患者造成危险。这使得这种学习方式被视为医学教育的重要组成部分。随着视觉和音频丰富的三维多用户虚拟环境(MUVE)的出现,一个用于教育内容的新部署平台应运而生。沉浸式、高度交互式、多媒体丰富且能无缝促进协作的MUVE为医学教育内容的部署提供了一个新的温床。
本研究旨在评估“第二人生”MUVE作为本科牙科教育虚拟患者部署平台的适用性,并探索在MUVE中有意义地重新利用基于网络的虚拟患者所需的要求和规范。
通过“第二人生”中的脚本功能和可用艺术资产,我们将一个现有的基于网络的牙周病虚拟患者重新部署到了“第二人生”中。通过一系列点击交互和多项选择查询,用户体验了一个特定的牙周病病例,并被要求针对该病例的每个挑战提供最佳应对措施。一个由9名本科牙科学生组成的焦点小组体验了这个虚拟患者的网络版和“第二人生”版。该小组召开了3次会议,讨论了相关问题,如小组的计算机素养、对“第二人生”作为虚拟患者部署平台的评估,以及比较基于网络的和MUVE部署的虚拟患者。
基于网络的虚拟患者与“第二人生”虚拟患者的比较揭示了更具体验性和沉浸感的“第二人生”虚拟环境的固有优势。然而,也发现了将虚拟患者从网络成功重新部署到MUVE的几个挑战。焦点小组研究确定的将网络虚拟患者重新部署到MUVE平台的挑战包括:(1)增加病例复杂性以促进用户在MUVE中的游戏预设观念;(2)有必要减少文字叙述,并以更具沉浸感的感官方式提供相关信息;(3)要求允许用户触发问题的解决方案,而不是通过叙述来描述它们。
为了成功地将虚拟患者系统地重新部署到诸如“第二人生”这样的MUVE中,应将体验式和沉浸式游戏设计的最佳实践有机地纳入重新部署工作流程(无论是否自动化)。在开放教育内容在各种开放存储库/环境的用户、学习者和教育工作者之间转移和共享的时代,这些发现至关重要。