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Learning in Virtual Worlds

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Creative Education, Teaching and Learning
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Abstract

In this chapter we will briefly examine aspects of computer-based learning and its impact on the opportunities available to students and practitioners in education. Attention will then move on to consider two examples of online learning that involve service users in different ways. These are provided to inspire creative thinking about how virtual worlds could be used to achieve learning outcomes. Finally, a game-based scenario is discussed to show that the opportunities for interactive learning that engages thinking and representation of a range of participants in health-care issues can be achieved with student groups in a classroom. First, however, the term ‘service user’ will be discussed in relation to its relevance in health-care education.

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References

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© 2015 Russell Gurbutt and Dawne Gurbutt

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Gurbutt, R., Gurbutt, D. (2015). Learning in Virtual Worlds. In: Brewer, G., Hogarth, R. (eds) Creative Education, Teaching and Learning. Palgrave Macmillan, London. https://doi.org/10.1057/9781137402141_8

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  • DOI: https://doi.org/10.1057/9781137402141_8

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  • Publisher Name: Palgrave Macmillan, London

  • Print ISBN: 978-1-137-40213-4

  • Online ISBN: 978-1-137-40214-1

  • eBook Packages: Palgrave Education CollectionEducation (R0)

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