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this method is that trainees can practice at any time, at their own pace, without external pressure. At the same time, availability of only pre-scripted dialogs and the absence of a live instructor are certainly a disadvantage of this methodology that can be corrected by scheduling live role-play sessions and discussions with instructor in person or using
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Even though the virtual world does not provide practice with the physical "how-to" aspects of induction, the immersive setting does allow students to learn the sequence of steps and branching decision making—which, when it comes to anesthesia, is as important as the physical aspects. Separating these
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Second Life was the first public virtual world that did not offer any topic, or theme. Each user is free to create their own objects, personalized environment, and / or to hold any events of their choice. This immediately sparked the idea of creating meeting rooms and virtual classrooms, first within
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for the nurse in training, and improves the overall result by breaking a very complex procedure into manageable units. In other words, students master execution of the induction routine using the virtual world simulation. By the time they advance to the next level, they are able to concentrate fully
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procedure for student nurses. Induction is a complex medical procedure in which a nurse anesthetist prepares a patient for surgery. It consists of many steps, and involves both "how to" knowledge (how to manipulate the equipment) and procedural knowledge (steps to do and what decision to make when).
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Procedures are impossible to learn by reading books, watching movies or listening to instructor. A trainee needs to practice procedure multiple times to receive the necessary skill. Virtual Worlds provide a unique fit for procedural training, since they allow for creation of a realistic environment
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of doing things. Thus, procedural training is an important part of corporate training. Procedural training involves memorizing step-by-step how to perform a certain operation. Examples of operations can include anything from lock-out / tag-out equipment procedures on a manufacturing plant, preparing
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closely resembled similar events in real life. Organizers put a lot of effort into creation of exact replicas of their university or corporate campuses. Soon, however, they realized that resources put into creation of buildings and auditoriums do not pay off. The ability to use unique advantages of
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method. Trainee selects the best response from a dialog; based on the selection robotic avatar performs certain actions and/or provides trainee with a response. During the next step trainee selects the next best response from the dialog and robotic avatar provides a new response. The advantage of
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are 3D computer environments where each user is represented with a character – avatar. Traditionally, virtual worlds have been used for entertainment. However, starting from approximately 2004 both corporate world and academia started to recognize business value of virtual worlds for training and
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simulation helps students to learn procedural part in a safe and controlled learning space. It does not provide students with tactile feedback, and is not intended to teach them how to manipulate actual physical equipment or patients. These skills are better taught in physical world, using real
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In the world of business, collaboration has become an important tool in reducing time-to-market and increasing cost savings. As more and more corporations acquire expanded or global presence and work projects are often supported by geographically dispersed teams, virtual collaboration becomes
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At this stage virtual worlds are irreplaceable. They provide an opportunity to create highly realistic simulations, allowing trainees to practice working with both equipment or other people in the environment closely resembling real life. The ability to practice in safe environment and record
234:, provides a good way for acquiring explicit knowledge. Virtual worlds have a limited use and value during accumulation of knowledge stage, utilized perhaps to conduct classes in a virtual classroom. Several companies such as Virtual Training Partners have used
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provided a wide array of tools for building 3D objects, scripting language to apply required behavior to the objects and easy entry path (users can register and try everything free of charge, and can purchase their own land – to which they can control
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academia, quickly followed by corporate users. Later, meetings and events developed into more advanced uses, from training simulations and communication training using robotic avatars, to 3D visualization, prototyping and collaboration
284:. A team led by David M. Antonacci and Stephanie P. Gerald of University of Kansas Medical Center Teaching & Learning Technologies (TLT) Department supported the technical side of the project. They created simulation of
195:. Without a good plan, knowledge of the audience and without good understanding of the new medium many of the early corporate marketing efforts failed, producing a backlash against corporate adoption of virtual worlds.
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Griffy-Brown, C. and Hamlin, M. (2003). Experiential E-Learning as a
Mechanism for Creating Competency in Information and Security Systems. Proceedings of the IACIS 2003 Conference, Las Vegas, October 2003
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collaboratively in real time, and ability to create realistic models of complex objects that can be used for discussion and demonstration advances collaboration in the virtual world to a new level.
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327:. In this case trainee communicates with a robotic avatar, operated according to a script created by an instructional designer. The simulations with robotic avatars operate according to
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Naone, E., 2007. Unreal meetings: Second Life's virtual conference rooms might be more useful if they didn't resemble their real-world counterparts. Technology Review, July 11, 2007
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and tools for trainees to practice at their own pace, any time until they know the procedure by heart – without a need to involve real life locations, equipment and instructors.
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Cohen, R., 2008. Virtual Worlds and the transformation of business: impacts on the U.S. economy, jobs, and industrial competitiveness. Working paper 04, Athena
Alliance.
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Aldrich, C., 2005. Learning by Doing: A Comprehensive Guide to
Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences. Pfeiffer
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248:, or tacit knowledge should generally follow the accumulation of knowledge in order to make the learning productive. It is much harder to transfer to learners.
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is accomplished by absorbing information via reading materials, listening to live, videotaped or recorded lectures, and watching demonstrations. Also known as
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Communication training in virtual worlds started as synchronous role-play, similar to role-play sessions being conducted in a real life. Later emergence of
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virtual worlds, such as ability to record and map the flow of ideas in the conversations are significantly more important. The new generation of
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experienced explosive growth of the userbase. Companies were eager to reach this potential customer base and started marketing programs in
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equipment. Rather, it is the sequence of events that is at issue in the simulated training. For example, students learn when to use a
257:, as well as ability to study at a trainee's own pace, 24/7, makes virtual worlds in some cases superior to practicing in real world.
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quickly became the natural venue for collaboration, including brainstorming sessions, meetings, conferences and a variety of events.
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on learning how to physically handle the patient and equipment without being distracted by trying to learn the sequence of steps.
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Aldrich, C., 2009. Learning Online with Games, Simulations, and
Virtual Worlds: Strategies for Online Instruction. Jossey-Bass
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Polanyi, Michael (1974). Personal
Knowledge: Towards a Post-Critical Philosophy. Chicago: University of Chicago Press.
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Heiphetz, Alex and
Woodill, Gary, 2010. Training and Collaboration with Virtual Worlds. New York: McGraw-Hill.
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that states a
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education, collaboration, and marketing. Development and maturity of most popular virtual world –
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knowledge, it has long been foundation of learning. Combination of classroom instruction and
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in the induction procedure using simulation, but they learn how to use the laryngoscope for
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By early 2010 several corporate applications of virtual worlds were shown to be successful:
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Please help update this article to reflect recent events or newly available information.
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an experiment in chemical lab, or various medical procedures performed by a nurse.
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later, using a real laryngoscope and a mannequin-like patient simulator.
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technique provided an opportunity for conducting communication training
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What can be done with virtual worlds that cannot be done otherwise
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lists multiple examples of enterprise collaboration projects in
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personal reflection, personal essay, or argumentative essay
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Kapp, K. and O'Driscoll, T., 2010. Learning in 3D.Pfeiffer
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Generally, all kinds of learning involve several stages:
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