Department of Radiology and Physical Medicine, Facultad de Medicina, Universidad de Málaga, Málaga, Spain.
Department of Emergency and Intensive Care, Hospital de la Axarquía, Vélez-Málaga, Spain.
J Med Internet Res. 2024 Aug 6;26:e59005. doi: 10.2196/59005.
The immersive virtual world platform Second Life (SL) was conceived 25 years ago, when Philip Rosedale founded Linden Lab in 1999 with the intention of developing computing hardware that would allow people to immerse themselves in a virtual world. This initial effort was transformed 4 years later into SL, a universally accessible virtual world centered on the user, with commercial transactions and even its own virtual currency, which fully connects with the concept of the metaverse, recently repopularized after the statements of the chief executive officer of Meta (formerly Facebook) in October 2021. SL is considered the best known virtual environment among higher education professionals. This paper aimed to review medical education in the SL metaverse; its evolution; and its possibilities, limitations, and future perspectives, focusing especially on medical education experiences during undergraduate, residency, and continuing medical education. The concept of the metaverse and virtual worlds was described, making special reference to SL and its conceptual philosophy, historical evolution, and technical aspects and capabilities for higher education. A narrative review of the existing literature was performed, including at the same time a point of view from our teaching team after an uninterrupted practical experience of undergraduate and postgraduate medical education in the last 13 years with >4000 users and >10 publications on the subject. From an educational point of view, SL has the advantages of being available 24/7 and creating in the student the important feeling of "being there" and of copresence. This, together with the reproduction of the 3D world, real-time interaction, and the quality of voice communication, makes the immersive experiences unique, generating engagement and a fluid interrelation of students with each other and with their teachers. Various groups of researchers in medical education have developed experiences during these years, which have shown that courses, seminars, workshops and conferences, problem-based learning experiences, evaluations, teamwork, gamification, medical simulation, and virtual objective structured clinical examinations can be successfully carried out. Acceptance from students and faculty is generally positive, recognizing its usefulness for undergraduate medical education and continuing medical education. In the 25 years since its conception, SL has proven to be a virtual platform that connects with the concept of the metaverse, an interconnected, open, and globally accessible system that all humans can access to socialize or share products for free or using a virtual currency. SL remains active and technologically improved since its creation. It is necessary to continue carrying out educational experiences, outlining the organization, objectives, and content and measuring the actual educational impact to make SL a tool of more universal use.
沉浸式虚拟世界平台 Second Life(SL)诞生于 25 年前,当时 Philip Rosedale 于 1999 年创立了 Linden Lab,旨在开发能够让人们沉浸在虚拟世界中的计算硬件。这项最初的努力在 4 年后演变成了 SL,这是一个以用户为中心的通用虚拟世界,拥有商业交易,甚至自己的虚拟货币,这与元宇宙的概念完全吻合,在 2021 年 10 月元宇宙首席执行官(前 Facebook)的声明之后,元宇宙的概念再次流行起来。SL 被认为是高等教育专业人士中最知名的虚拟环境。本文旨在回顾 SL 元宇宙中的医学教育;其演变;以及它的可能性、局限性和未来展望,特别关注本科、住院医师和继续医学教育期间的医学教育经验。描述了元宇宙和虚拟世界的概念,特别提到了 SL 及其概念哲学、历史演变、技术方面以及高等教育的能力。对现有文献进行了叙述性回顾,同时我们的教学团队在过去 13 年中不间断地进行了本科和研究生医学教育的实践经验,有超过 4000 名用户和 10 篇以上关于该主题的出版物,从教学团队的角度对其进行了介绍。从教育的角度来看,SL 的优点是 24/7 可用,并在学生中产生重要的“身临其境”和共同存在的感觉。再加上对 3D 世界的复制、实时互动和语音交流的质量,使沉浸式体验独一无二,从而产生参与度,并使学生彼此之间以及与他们的教师之间形成流畅的互动关系。医学教育的各个研究小组在这些年里都开展了一些经验,这些经验表明,可以成功地开展课程、研讨会、工作坊和会议、基于问题的学习经验、评估、团队合作、游戏化、医学模拟和虚拟客观结构化临床考试。学生和教师普遍持积极态度,认识到它对本科医学教育和继续医学教育的有用性。自成立以来的 25 年里,SL 已被证明是一个与元宇宙概念相连接的虚拟平台,是一个相互关联、开放和全球可访问的系统,所有人都可以访问它来进行社交或免费分享产品,或使用虚拟货币。SL 自创建以来一直保持活跃并不断改进技术。有必要继续开展教育经验,概述组织、目标和内容,并衡量实际的教育影响,以使 SL 成为更普遍使用的工具。
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