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  • 1.
    Rodríguez-Iborras, Maria
    et al.
    Bolton Institute of Higher Education.
    Toro-Troconis, Maria
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Experiencias en la enseñanza virtual en Latino América2000Konferensbidrag (Refereegranskat)
  • 2.
    Toro-Troconis, Maria
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Clinical e-lecture programmes at Imperial College London2008Ingår i: 01 : the newsletter of LTSN-01, ISSN 1740-8768, nr 16, s. 14-15Artikel i tidskrift (Övrigt vetenskapligt)
  • 3.
    Toro-Troconis, Maria
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Enhancing asynchronous communications in a virtual learning environment through a collaborative learning model for future ergonomics interventions2003Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    This research explores the concepts of collaborative learning. Introduces an innovative online learning model which will lead students to participate effectively in a new collaborative online learning environment, developing skills by doing and interacting with online simulations and self- assessments, and developing knowledge by participating actively in discussions with tutors and peer-students. Once this learning model takes place and students and tutors get engaged in the ideal collaborative online learning environment using different communication mechanisms available in the Virtual Learning Environment of the course, further analysis will take place to assess the usability of asynchronous communication mechanisms used within that learning environment. According to all the issues presented in this piece of work, we can argue that in order to provide an effective collaborative virtual learning environment, the learning model should follow not only a consistent educational model, which encourages and promote collaboration and skills and knowledge development but also takes into account the users/learners experience during the design process.

  • 4.
    Toro-Troconis, Maria
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Game-based learning for virtual patients in Second Life®2011Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    In the field of medicine, various representative simulations have been developed to support the decreasing number of learning opportunities with real patients; the use of virtual patients is among them. Virtual patients are real-life clinical scenarios used for the purpose of medical education. They usually follow a linear or branching approach and they are usually accessed via a computer browser or as part of a computer programme. The purpose of this thesis was to design, and develop a platform for the delivery of virtual patients following a game-based approach in the virtual world of Second Life®, investigating attitudes and gender differences among medical students at Imperial College London. Virtual worlds, such as Second Life®, are 3D spaces in which users meet and interact and in which learning opportunities can take place. Second Life® was selected for this study due to its popularity among UK Higher Education Institutions at the time of the development. The virtual patients’ activities were designed following game-based learning and pedagogic principles. The technical infrastructure was designed following a Component-Based System (CBS) structure as a distributed three tier architecture presenting information via a Heads-Up-Display (HUD). The first study carried out concentrated on the survey “My feelings when playing games” developed by Bonnano and Kommers (2008). The survey was comprised of 21 statements. Six statements related to the affective component, five statements are about perceived usefulness, six statements about perceived control and four statements about behavioral components. Two groups were involved, one accessing a virtual patient via Second Life® and the other via an e-module. This study involved 42 Year 3 undergraduate medical students (21 years old). The gender distribution of the respondents was 42.85% female (n = 18) and 57.14% male (n = 24). The tendency encountered in each group towards the different attitudinal components was analysed as well as gender-related attitudes. Both groups showed very similar results in relation to the Attitudinal Components. In general, females demonstrated a more positive attitude overall for the perceived usefulness component. Other studies looked at and contrasted, provided interesting thoughts and reflections on gender tendencies and game play. It was concluded that more inclusive and holistic studies in this area ought to be carried out in order to identify game play tendencies in professional-level simulation with adults at university level, which may counteract outdated perceptions about age and gender differences in game play. The second study described the use of the Nominal Group Technique (NGT) to assess students’ attitudes again. Two groups of undergraduate medical students (Yr 3, n=14) were invited to participate. The research question posed was: “In your opinion what are the advantages and disadvantages of learning in Second Life® compared with other methods?” The results provide a different perspective to the ones highlighted in the first study. Results from the first group focused on the learning experience highlighting its importance for clinical diagnosis as a structure for learning. The second group focused on the clinical exposure although they were ambivalent about the advantages of this type of delivery mode. In general, learners did not find the virtual patient activities challenging enough. The results of this thesis show that although a game-based learning approach was followed in the design of the virtual patient activities and interfaces, the repetitive linear presentation of the cases did not motivate the students enough, targeting only low-end Cognitive skills which may be more suitable for students in Year 1 and 2. The use of more challenging branching learning experiences, such as the ones developed by the PIVOTE authoring system are suggested for the delivery of virtual patients in clinical years. All the programming code used in the CBS has been released as open source, licensed under a Creative Commons Attribution-Non Commercial 3.0 License, in order to stimulate other interested parties in the development of similar applications in the virtual world of Second Life®.

    Ladda ner fulltext (pdf)
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  • 5.
    Toro-Troconis, Maria
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Medics enter virtual world: Imperial's students are among the first in the UK to use Second Life, the Internet-based virtual world, as a learning tool2008Ingår i: Reporter : the Newspaper of Imperial College London, Vol. 190, s. 11-Artikel i tidskrift (Övrigt vetenskapligt)
  • 6.
    Toro-Troconis, Maria
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Online course in ergonomics: an exploratory study in Venezuela2001Ingår i: HCI international 2001: 9th international conference on human-computer interaction : jointly with 4the international conference on engineering psychology and cognitive ergonomics, 1st international conference on universal access in human-computer interaction symposium on human interface (Japan) 2001, 2001Konferensbidrag (Refereegranskat)
  • 7.
    Toro-Troconis, Maria
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Online course in ergonomics: an exploratory study in Venezuela2002Ingår i: Third international cyberspace conference on ergonomics: CybErg 2002, 2002Konferensbidrag (Refereegranskat)
    Ladda ner fulltext (pdf)
    FULLTEXT01
  • 8.
    Toro-Troconis, Maria
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Postural evaluation and proactive ergonomics approach in manual welding in the Ford motor company - Venezuela assembly plant1999Ingår i: Proceedings of the V Latin American Ergonomics Conference, Brazilian Ergonomics Association , 1999Konferensbidrag (Övrigt vetenskapligt)
  • 9.
    Toro-Troconis, Maria
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Software review: articulate rapid e-learning studio. Second edition2008Ingår i: Association for learning technology online newsletter, ISSN 1748-3603, nr 14Artikel i tidskrift (Övrigt vetenskapligt)
  • 10.
    Toro-Troconis, Maria
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    The state of ergonomics within Latin America and the Caribbean1999Ingår i: Proceedings of the 10th year anniversary of M. Sc. Ergonomics: conference, Luleå, Sweden, 29-30 October 1999 / [ed] John Abeysekera; Emma-Christin Lönnroth; D. Paul T. Piamonte; Houshang Shahnavaz, Luleå: Luleå tekniska universitet, 1999, s. 147-155Konferensbidrag (Refereegranskat)
  • 11.
    Toro-Troconis, Maria
    et al.
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Barrett, Michael
    Imperial College London.
    Mcintosh, David
    Imperial College London.
    The international virtual patient application developed by Imperial College London2008Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Background: The Faculty of Medicine, Imperial College London, has developed a shareable virtual patients application to support clinical teaching. Summary of work: The application provides a user-friendly interface and the necessary tools to generate virtual patient cases and share them with partner organisations using common learning standards. It supports the delivery of traditional learning, by introducing problem-based scenarios focused on clinical or general practice. Cases can be exported as HTML or SCORM shareable content objects, making them interoperable with different learning platforms, such as WebCT and Moodle. International partners will access the application in their own languages using simple development and deployment tools that make the virtual patients easily transferable.Summary of results: Over 100 virtual patients have already been developed, classified under topics such as: cardiology, cancer medicine, dermatology, neurology, medicine for the elderly and general practice. Conclusions: The capability of a common standard conformant application across partners that is available in their own language provides an effective mechanism to author and share virtual patients that can be deployed on different virtual learning environments (VLEs). This short communication provides a demonstration of the virtual patient application and the deployment of virtual patients on the VLE Moodle.

  • 12.
    Toro-Troconis, Maria
    et al.
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Barrett, Michael
    Imperial College London.
    McIntosh, David
    Imperial College London.
    Bingham, Jenny
    Imperial College London.
    The Imperial virtual patient application: developed by Imperial College London2008Konferensbidrag (Övrigt vetenskapligt)
  • 13. Toro-Troconis, Maria
    et al.
    Boulos, Maged N. Kamel
    University of Plymouth.
    Musings on the State of '3-D Virtual Worlds for Health and Healthcare' in 20092009Ingår i: Journal of Virtual Worlds Research, E-ISSN 1941-8477, Vol. 2, nr 2, s. 4-15Artikel i tidskrift (Refereegranskat)
  • 14. Toro-Troconis, Maria
    et al.
    Kamat, Ashwin
    Tata Interactive Systems, Mumbai.
    Partridge, Martyn R
    Imperial College London, Faculty of Medicine.
    Design and development of a component-based systemfor virtual patients in the virtual worls of Second Life2011Ingår i: Journal of Emerging Technologies in Web Intelligence, ISSN 1798-0461, Vol. 3, nr 4, s. 308-316Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper presents the development of aComponent-Based System structured as a distributed threetierarchitecture, enabling monitoring and informationvisualisation of application activity as well as presentation offeedback to learners via a Heads-Up-Display (HUD) in thevirtual world of Second Life®. The activities follow a gamebasedlearning approach and take place in a RespiratoryWard in Second Life®, where learners interact with virtualpatients receiving intrinsic feedback about their diagnosis,investigations and treatments. The proposed architecturedeveloped by the authors, consists of different virtualpatient components that provide the relevant personal andclinical data to the clinical scenario; a data availabilitymodel that enables the sequencing and progressivedisclosure of a virtual patient identifying triggers andscaffolding information, and an activity model whichencodes the activities available and how the learner will beable to engage with the virtual patients.

  • 15.
    Toro-Troconis, Maria
    et al.
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle.
    Lönnroth, Emma-Christin
    Harford, Ian
    Implementing learning design in the adult and community learning sector: a framework2005Ingår i: ALT-C 2005: exploring the frontiers of e-learning - borders, outposts and migration : Manchester, Englandbetween 6 and 8 September 2005, Association for Learning Technology , 2005Konferensbidrag (Övrigt vetenskapligt)
  • 16.
    Toro-Troconis, Maria
    et al.
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle.
    Meeran, Karim
    Imperial College London.
    Higham, Jenny
    Imperial College London.
    Mellström, Ulf
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Partridge, Martyn
    Imperial College London.
    Design and Delivery of Game-Based Learning for Virtual Patients in Second Life: Initial Findings2010Ingår i: Researching learning in virtual worlds, London: Encyclopedia of Global Archaeology/Springer Verlag, 2010, s. 111-138Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    This chapter will present game-based learning activities developed forvirtual patients based on the four-dimensional framework developed by De Freitasand Martin, as well as other design considerations that look at emergent narrativesand modes of representation. This chapter will also present the interaction and callmanagementstructure implemented between the Second LifeTM (SL) virtual worldenvironment and the world wide web environment. This chapter also represents anoverview of the finding of a recent trial aimed to explore attitude towards two elearningdelivery methods including the delivery of game-based learning for virtualpatients in SL.

  • 17.
    Toro-Troconis, Maria
    et al.
    Imperial College London.
    Mellström, Ulf
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Game-based learning in Second Life®: Do gender and age make a difference?2010Ingår i: Journal of Gaming & Virtual Worlds, ISSN 1757-191X, E-ISSN 1757-1928, Vol. 2, nr 1, s. 53-76Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    New learning technologies have changed the way teaching and learning is delivered. One of the technologies that offers great potential in helping to motivate and engage students is game-based learning. Social virtual worlds offer rich interactive three-dimensional collaborative spaces where users can meet and interact. One example of such an environment is Second Life (http://www.secondlife.com; henceforth ‘Second Life'). This article provides an overview of a recent trial carried out at Imperial College London aimed to explore gender-related attitudes towards game-based learning in Second Life. This article also draws on three recent studies to furthermore explore gender-related issues in computer and video game play. We here argue that the gender gap in gaming and learning is becoming less analytically significant, and in conjunction with this that game experiences have to be viewed from a more inclusive perspective in regard to game genre, gender and age

  • 18. Toro-Troconis, Maria
    et al.
    Mellström, Ulf
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Partridge, Martyn
    Imperial College London, Faculty of Medicine.
    Barrett, Michael
    Imperial College London, Faculty of Medicine.
    An achitectural model for the design of game-based learning activities for virtual patients in Second Life2008Ingår i: Proceedings of ECGBL 2008: The 2nd European Conference on Games Based, held at The Hotel Silken Diagonal Barcelona, Barcelona, Spainon 16-17 October 2008 / [ed] Mark Stanfield, Reading: Academic Conferences and Publishing International Limited, 2008, s. 459-466Konferensbidrag (Refereegranskat)
  • 19.
    Toro-Troconis, Maria
    et al.
    Luleå tekniska universitet. Faculty of Medicine, Imperial College London, United Kingdom.
    Mellström, Ulf
    Faculty of Medicine, Imperial College London, United Kingdom.
    Partridge, Martyn
    Faculty of Medicine, Imperial College London, United Kingdom.
    Barrett, Michael
    Faculty of Medicine, Imperial College London, United Kingdom.
    An architectural model for the design of game-based learning activities for virtual patients in second life2008Ingår i: Proceedings of the European Conference on Games-based Learning / [ed] Stansfield, M.; Conolly, T., Dechema e.V. , 2008, Vol. 2008-January, s. 459-466Konferensbidrag (Refereegranskat)
    Abstract [en]

    Opportunities for building learning activities around real patients have decreased. Therefore, various forms of representative simulation have become an increasingly common alternative. The use of virtual patients is one such simulation developed to support the delivery of clinical teaching. Virtual patient scenarios offer opportunities for 'game-informed learning'. This is due to their experiential and problem-based learning approaches as prime pedagogic drivers. A region has been developed in Second Life that aims to deliver game-based learning activities for delivery of virtual patients that can drive experiential, diagnostic, and role-play learning activities concerning diagnoses, and selection of, investigations and treatment. The game-based learning activities for virtual patients were designed based on the four-dimensional framework developed by De Freitas and Martin, as well as other design considerations that look at emergent narratives and modes of representation. This paper will present the three-component architecture for the delivery of Virtual Patients following game-based learning activities in a multi-user virtual environment (MUVE), such as Second Life. The proposed architecture consists of different virtual patient components that provides the personal and clinical data relevant to the clinical scenario, a data availability model that enables the sequencing and progressive disclosure of a virtual patient identifying triggers and scaffolding information, and an activity model which encodes the activities available and how the learner will be able to engage with the virtual patient. It is anticipated that this three-component architecture will accommodate many different deployment and delivery options for virtual patients in a MUVE. An overview of recent trials is also provided. The trials aim to explore the experience of computer and videogame play among medical students, and to identify any gender-related differences and social propensities that might exist between high gamers (frequently play computer games) and low gamers (rarely play computer games) in their approaches to game-based learning in Second Life.

  • 20. Toro-Troconis, Maria
    et al.
    Mellström, Ulf
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Partridge, Martyn
    Imperial College London, Faculty of Medicine.
    Meeran, Karim
    Imperial College London, Faculty of Medicine.
    Barrett, Michael
    Imperial College London, Faculty of Medicine.
    Higham, Jenny
    Imperial College London, Faculty of Medicine.
    Designing game-based learning activities for virtual patients in Second Life2008Ingår i: Journal of Cybertherapy and Rehabilitation, Vol. 1, nr 3, s. 227-239Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Opportunities for building learning activities around real patients have decreased. Therefore, various forms of representative simulation have become an increasingly common alternative. Virtual patients is one such simulation developed to support the delivery of clinical teaching.Game-based learning has been considered as a new way of delivering clinical teaching that is more suited to the new generation of ‘digital natives'.Online multi-user virtual environments offer rich interactive 3D collaborative spaces where users can meet and interact. One example of such an environment is Second Life.The Faculty of Medicine at Imperial College London has developed a region in Second Life that aims to design game-based learning activities for delivery of virtual patients that can drive experiential, diagnostic, and role-play learning activities supporting patients' diagnoses, investigations and treatment.This paper discusses different learning types and the virtual patients developed in Second Life that follow a linear and a game-based learning approach based on a four-dimensional framework, as well as other design considerations that look at emergent narratives and modes of representation.An overview of an ongoing research project at Imperial College is also provided. This project aims to explore the experience of computer and videogame play among medical students, and to identify gender-related differences and social propensities that might exist between high gamers and low gamers in their approaches to game-based learning in Second Life.

  • 21. Toro-Troconis, Maria
    et al.
    Mellström, Ulf
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Partridge, M.R.
    Game-based learning in respiratory medicine via Second Life2008Ingår i: Thorax, ISSN 0040-6376, E-ISSN 1468-3296, Vol. 63, nr Suppl. 7, s. A157-Artikel i tidskrift (Övrigt vetenskapligt)
    Abstract [en]

    Background: Opportunities for learning from real patients have decreased. Self-directed learning at times suitable for shift patterns are increasingly likely to become important. This study reports on the design and evaluation of game-based learning activities for virtual respiratory patients in Second Life. Methods: A virtual teaching hospital was created in Second Life (http://www.elearningimperial.com/index.php?option = com_content&task = view&id = 37&Itemid = 58). A respiratory ward has been designed with a pneumothorax patient focussing upon game-based learning activities (requesting investigations and planning management). Similar material was available as part of a respiratory emergencies e-learning module embedded in the year 3 medical undergraduate curriculum. Initial data about gaming competence was obtained from 118 full-time undergraduate medical students (mean age 22 years) who volunteered for the study. A stratified sample of 50 students was selected according to gender and high and low gamer categories and was randomly assigned into two groups. One group (23/25 attended) was given access to the game-based learning activities in Second Life and the second group (19/25 attended) was given access to the same content delivered as an interactive e-module. After use of the modules students in both groups completed a questionnaire involving 21 statements related to affective components, perceived control, perceived usefulness and behavioural components (scored on a 5-point Likert scale). 2 or Fisher's exact test was used to compare categorical variables between both groups. The questions were combined into groups 1-3 (disagree) and 4-5 (agree). Results: There was no evidence of a difference in general attitude for Second Life (p = 0.66) or the e-module (p = 0.86) between gender. There was some evidence of an association between gaming competence and gender for Second Life (p = 0.03) or e-module (p = 1.00). Conclusions: The results suggest some evidence of an association between previous gaming experience and gender in favour of Second Life, but the pilot study shows that significant previous experience of Second Life is necessary for this learning activity. The current technology limits the number of learners that can attend the virtual patient in the same way as physical space limits the number around a bed in an existing hospital ward.

  • 22. Toro-Troconis, Maria
    et al.
    Partridge, Martyn
    Imperial College London.
    Barrett, Michael
    Imperial College London.
    Mellström, Ulf
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Game-based learning for the delivery of virtual patients in Second Life2008Ingår i: 01 : the newsletter of LTSN-01, ISSN 1740-8768, nr 17, s. 3-5Artikel i tidskrift (Övrigt vetenskapligt)
  • 23. Toro-Troconis, Maria
    et al.
    Partridge, Martyn
    Imperial College London.
    Mellström, Ulf
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Barrett, Michael
    Imperial College London.
    Higham, Jenny
    Imperial College London.
    Clinical e-learning programmes at Imperial College London2008Konferensbidrag (Övrigt vetenskapligt)
  • 24. Toro-Troconis, Maria
    et al.
    Partridge, Martyn
    Imperial College London.
    Mellström, Ulf
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Barrett, Michael
    Imperial College London.
    Higham, Jenny
    Imperial College London.
    Game-based learning for virtual patients in Second Life2008Konferensbidrag (Övrigt vetenskapligt)
  • 25. Toro-Troconis, Maria
    et al.
    Partridge, Martyn
    Imperial College London, Faculty of Medicine.
    Mellström, Ulf
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Meeran, Karim
    Imperial College London, Faculty of Medicine.
    Higham, Jenny
    Imperial College London, Faculty of Medicine.
    Technical infrastructure and initial findings in the design and delivery of game-based learning for virtual patients in Second Life2008Ingår i: Researching learning in virtual worlds / [ed] Anna Peachey; Julia Gillen; Daniel Livingstone; Sarah Smith-Robbins, London: Encyclopedia of Global Archaeology/Springer Verlag, 2008Konferensbidrag (Refereegranskat)
  • 26.
    Toro-Troconis, Maria
    et al.
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Partridge, Martyn R.
    Imperial College London.
    Designing a 3D teaching hospital in Secod Life to support clinical skills development2007Konferensbidrag (Övrigt vetenskapligt)
  • 27. Toro-Troconis, Maria
    et al.
    Partridge, Martyn R.
    Imperial College London.
    Designing Game-Based Learning Activities in Virtual Worlds: Experiences from Undergraduate Medicine2010Ingår i: Gaming for classroom-based learning: digital role playing as a motivator of study, Hershey PA: Information Science Reference, 2010Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    In view of the current interest taking place in the area of education and virtual worlds, such as Second Life®, many educationalists have began to explore the benefits of applying game-based learning in these environments. In this chapter, the authors attempt to explore the elements associated with game-based learning in virtual worlds, focusing on the design process and how effective game-based learning activities can be achieved following pedagogic frameworks. The authors view learning in games as a form of driving learners’ motivations and this is reflected in the design and development of the virtual respiratory ward at Imperial College virtual hospital explained in this chapter.

  • 28. Toro-Troconis, Maria
    et al.
    Roberts, N.J.
    Imperial College London.
    Smith, S.F.
    Imperial College London.
    Partridge, M.R.
    Imperial College London.
    Students' perceptions about delivery of game-based learning for virtual patients in Second Life2011Ingår i: Virtual worlds and metaverse platforms: new communication and identity paradigms, Hershey, Pa: IGI Global, 2011, s. 138-148Kapitel i bok, del av antologi (Refereegranskat)
  • 29.
    Toro-Troconis, Maria
    et al.
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Rodriguez-Iborras, Maria
    Bolton Institute of Higher Education.
    Educación virtual y ergonomía en el diseño y entrega del conocimiento2000Ingår i: Proceedings of the IX Colombian Ergonomics Congress, Colombian Ergonomics Association, Medellín, Colombia, Colombian Ergonomics Association , 2000Konferensbidrag (Refereegranskat)
  • 30.
    Toro-Troconis, Maria
    et al.
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Rodriguez-Iborras, Maria
    Bolton Institute of Higher Education.
    Educación virtual y ergonomía: una ventaja competitiva2000Ingår i: VI Latin American Ergonomics Conference: 13 November, Brazilian Ergonomics Association, Rio de Janeiro, Brazil, Brazilian Ergonomics Association , 2000Konferensbidrag (Refereegranskat)
  • 31.
    Toro-Troconis, Maria
    et al.
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Rodriguez-Iborras, Maria
    Bolton Institute of Higher Education.
    Ergonomics training in industrially developing countries (IDCs) via online learning2001Ingår i: HCI international 2001: 9th international conference on human-computer interaction : jointly with 4the international conference on engineering psychology and cognitive ergonomics, 1st international conference on universal access in human-computer interaction symposium on human interface (Japan) 2001, 2001Konferensbidrag (Refereegranskat)
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    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Rodriguez-Iborras, Maria
    Bolton Institute of Higher Education.
    Evaluation criteria for assessing Human Factors in Virtual Learning Environments (VLEs)2002Ingår i: Proceedings of the 4th Effective Teaching and Training in HCI Workshop, University of Portsmouth , 2002Konferensbidrag (Refereegranskat)
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    Toro-Troconis, Maria
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    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle.
    Rodriguez-Iborras, Maria
    Bolton Institute of Higher Education.
    Increasing ergonomics awareness in industrially developing countries (IDCs) via online learning2001Ingår i: Proceedings of the 6th Pan-pacific conference on occupational ergonomics: Beijing, China, August 21-24, 2001 / [ed] Wang Sheng; Zhang Kan, Tianjin: Tianjin Science and Technology Press , 2001Konferensbidrag (Refereegranskat)
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    Toro-Troconis, Maria
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    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
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    University of Bolton.
    El entrenamiento virtual de la ergonomía como estrategia concientizadora2001Konferensbidrag (Refereegranskat)
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    Toro-Troconis, Maria
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    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
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    El entrenamiento virtual de la ergonomía como política competitiva en corporaciones latinoamericanas2001Ingår i: Proceedings of XI Brazilian Ergonomics Congress, Gramado, Brazil., Brazilian Ergonomics Association , 2001Konferensbidrag (Refereegranskat)
  • 36.
    Toro-Troconis, Maria
    et al.
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
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    Ergonomics online course: a collaborative learnig approach2002Ingår i: Third international cyberspace conference on ergonomics: CybErg 2002, 2002Konferensbidrag (Refereegranskat)
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    Toro-Troconis, Maria
    et al.
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Shahnavaz, Houshang
    Ergonomics online course: a collaborative learning approach2002Ingår i: Humans in a complex environment: proceedings of the 34th annual congress of the Nordic Ergonomics Society / [ed] D. Caldenfors; J. Eklund; L. Kiviloog, Linköping: Linköpings universitet , 2002, Vol. 2, s. 775-778Konferensbidrag (Refereegranskat)
  • 38.
    Toro-Troconis, Maria
    et al.
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Shahnavaz, Houshang
    Rodriguez-Iborras, Maria
    Bolton Institute of Higher Education.
    Increasing ergonomics awareness in industrially developing countries (IDCs) via distance learning2002Ingår i: Third international cyberspace conference on ergonomics: CybErg 2002, 2002Konferensbidrag (Refereegranskat)
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