Skip to main content

Virtual, Immersive, Translational, Applied Learning: The VITAL Project

  • Conference paper
  • First Online:
E-Learning, E-Education, and Online Training (eLEOT 2014)

Abstract

The VITAL Project is an interdisciplinary project that uses teams of students from multiple courses in a single semester to investigate a health-related topic, propose programs or therapies to ameliorate the health issue and deliver a presentation at a virtual three-day health conference held in Second Life. The purpose of VITAL is to provide opportunities for the students to gain a better understanding of the multifactorial nature of many public and individual health issues, as well as exposing them to technologies that enable them to virtually collaborate. The teams are composed of students from each of the four courses participating in VITAL in a given semester so that the content area of each course is represented on a given team. All team activities, such as meetings and presentation practice, are conducted on the department’s island in Second Life.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Mujber, T.S., Szecsi, T., Hashmi, M.S.J.: Virtual reality applications in manufacturing process simulation. J. Mater. Process. Technol. 155–156, 1834–1838 (2004)

    Article  Google Scholar 

  2. Walsh, C.M., Sherlock, M.E., Ling, S.C., Carnahan, H.: Virtual reality simulation training for health professions trainees in gastrointestinal endoscopy. Cochrane Database Syst. Rev. CD008237 (2012). doi:10.1002/14651858.CD008237.pub2

  3. Cohen, D.C., Sevdalis, N., Patel, V., Taylor, D., Batrick, N., Darzi, A.W.: Major incident preparation for acute hospitals: current state-of-the-art, training needs analysis, and the role of novel virtual worlds simulation technologies. J. Emerg. Med. 43, 1029–1037 (2012)

    Article  Google Scholar 

  4. Eschenbrenner, B., Nah, F.F., Siau, K.: 3-D virtual worlds in education: applications, benefits, issues, and opportunities. JDM 19, 91–110 (2008)

    Google Scholar 

  5. Sims, E.M.: Reusable, lifelike virtual humans for mentoring and role-playing. Comput. Educ. 49, 75–92 (2007)

    Article  Google Scholar 

  6. Fluet, G.G., Deutsch, J.E.: Virtual reality for sensorimotor rehabilitation Post-Stroke: the promise and current state of the field. Curr. Phys. Med. Rehabil. Rep. 1, 9–20 (2013)

    Article  Google Scholar 

  7. Shen, J., Eder, L.B.: Exploring intentions to use virtual worlds for business. JECR 10, 94–103 (2009)

    Google Scholar 

  8. Vijayan, P., Perumal, V., Shanmugam, B.: Multimedia banking and technology acceptance theories. JIBC 10, 10 (2005)

    Google Scholar 

  9. McNeely, B.: Using technology as a learning tool, not just the cool new thing. In: Oblinger, D.G., Oblinger, J.L. (eds.) Educating the Net Generation. EDUCAUSE, Washington (2005)

    Google Scholar 

  10. McGinnis, J.M., Williams-Russo, P., Knickman, J.R.: The case for more active policy attention to health promotion. Health Aff. 21, 78–83 (2002)

    Article  Google Scholar 

  11. Patel, V.L., Yoskowitz, N.A., Arocha, J.F., Shortliffe, E.H.: Cognitive and learning sciences in biomedical and health instructional design: a review with lessons for biomedical informatics education. J. Biomed. Inform. 42, 176–197 (2009)

    Article  Google Scholar 

  12. Rubio, D.M., Schoenbaum, E.E., Lee, L.S., Schteingart, D.E., Marantz, P.R., Anderson, K.E., Platt, L.D., Baez, A., Esposito, K.: Defining translational research: implications for training. Acad. Med. 85, 470–475 (2010)

    Article  Google Scholar 

  13. Lee, R.E., Layne, C.S., McFarlin, B.K., O’Connor, D., Siddiqi, S.: Obesity prevention in Second Life: the international health challenge. In: Russell, D. (ed.) Cases on Collaboration in Virtual Learning: Processes and Interactions, pp. 110–119. IGI Global, Hershey (2009)

    Google Scholar 

  14. Layne, C.S., Lee, R.E., O’Connor, D.P., Horn, C.L., McFarlin, B.K.: Using digital communities to enhance student persistence and retention. In: Russell, D. (ed.) Cases on Collaboration in Virtual Learning: Processes and Interactions, pp. 140–153. IGI Global, Hershey (2009)

    Google Scholar 

  15. Littlejohn, M.A., Vojt, G.: Are digital natives a myth or a reality? university student’s use of digital technologies. Comput. Educ. 56, 429–440 (2011)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Charles S. Layne .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2014 Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Cite this paper

Layne, C.S. et al. (2014). Virtual, Immersive, Translational, Applied Learning: The VITAL Project. In: Vincenti, G., Bucciero, A., Vaz de Carvalho, C. (eds) E-Learning, E-Education, and Online Training. eLEOT 2014. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 138. Springer, Cham. https://doi.org/10.1007/978-3-319-13293-8_13

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-13293-8_13

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-13292-1

  • Online ISBN: 978-3-319-13293-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics