Jivram Trupti, Kavia Sheetal, Poulton Ella, Hernandez Aurora Sésé, Woodham Luke A, Poulton Terry
e-Learning Unit, Centre for Technology in Education, St George's University of London, London, United Kingdom.
Front Digit Health. 2021 Apr 20;3:611813. doi: 10.3389/fdgth.2021.611813. eCollection 2021.
Collaborative learning through case-based or problem-based learning (PBL) scenarios is an excellent way to acquire and develop workplace knowledge associated with specific competencies. At St George's, University of London we developed an interactive online form of decision-based PBL (D-PBL) for our undergraduate medical course using web-based virtual patients (VPs). This method of delivery allowed students to consider options for clinical management, to take decisions and to explore the consequences of their chosen actions. Students had identified this as a more engaging type of learning activity compared to conventional paper-based/linear PBL and demonstrated improved exam performance in controlled trials. We explored the use of Second Life (SL), a virtual world and immersive 3D environment, as a tool to provide greater realism than our interactive image and text-based D-PBL patient cases. Eighteen separate tutorial groups were provided with their own experience of the same patient scenario in separate locations within the virtual world. The study found that whilst a minority of students reported that the Second Life experience felt more realistic, most did not. Students favored the simpler interaction of the web-based VPs, which already provided them with the essential learning needed for practice. This was in part due to the time proximity to exams and the extra effort required to learn the virtual world interface. Nevertheless, this study points the way towards a scalable process for running separate PBL sessions in 3D environments.
通过基于案例或基于问题的学习(PBL)场景进行协作学习是获取和发展与特定能力相关的职场知识的绝佳方式。在伦敦大学圣乔治学院,我们为本科医学课程开发了一种基于网络虚拟患者(VP)的交互式在线形式的基于决策的PBL(D-PBL)。这种授课方式使学生能够考虑临床管理的选项、做出决策并探索所选行动的后果。与传统的纸质/线性PBL相比,学生们认为这种学习活动更具吸引力,并且在对照试验中考试成绩有所提高。我们探索了使用“第二人生”(SL),一个虚拟世界和沉浸式3D环境,作为一种工具,以提供比基于交互式图像和文本的D-PBL患者案例更逼真的体验。为18个不同的辅导小组在虚拟世界的不同地点提供了相同患者场景的各自体验。研究发现,虽然少数学生报告说“第二人生”体验感觉更逼真,但大多数学生并非如此。学生们更喜欢基于网络的VP的更简单交互方式,因为它已经为他们提供了实践所需的基本学习内容。部分原因是临近考试以及学习虚拟世界界面需要额外付出努力。尽管如此,这项研究为在3D环境中开展单独的PBL课程指出了一种可扩展的方法。