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  • 51.
    Mellström, Ulf
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Vad har genus med teknik att göra?2007Ingår i: Mandom, mod och morske män: rapport från manlighetskonferensen den 30 november 2006 / [ed] Renée Frangeur, Linköping: Linköpings universitet, Forum för genusvetenskap och jämställdhet , 2007Konferensbidrag (Refereegranskat)
  • 52.
    Mellström, Ulf
    Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, Arbetsvetenskap.
    Women and computer science in Malaysia2007Ingår i: Technology, Social Process and Gender in the Information Society: Mysore, India 6-8 February 2007, IT for change , 2007Konferensbidrag (Övrigt vetenskapligt)
  • 53. Mellström, Ulf
    et al.
    Pettersson, Roland
    Pojkar och män: skogen och kojan som manliga frizoner2000Ingår i: Kulturella perspektiv - Svensk etnologisk tidskrift, ISSN 1102-7908, nr 2, s. 10-21Artikel i tidskrift (Övrig (populärvetenskap, debatt, mm))
  • 54.
    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.

  • 55.
    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

  • 56. 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)
  • 57. 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.

  • 58. 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.

  • 59. 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)
  • 60. 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)
  • 61. 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)
  • 62. 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)
12 51 - 62 av 62
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  • en-US
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