Collaboration in a Virtual Learning Environment for Nursing Simulation

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Collaboration in a Virtual Learning Environment for Nursing Simulation

Tara Zacharzuk-Marciano, Instructor at Ulster County Community College, will be featured in the next COTE Fellow Chat. Tara will share what she knows about "Collaboration in a Virtual Learning Environment for Nursing Simulation." This chat, in our Research & Innovation theme, is intended to showcase and share innovative research from members of our community, and to support networking, interaction, and excellence in online teaching and learning practices.

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Latest Activity: Nov 18, 2015

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Comment by Erin Maney on November 18, 2015 at 12:51pm

Here is the website referenced by Tara and Hope in the Fellow Chat that outlines their journey using Second Life: http://sunyhealthcareisland.weebly.com/

Comment by Willow Harris on November 13, 2015 at 9:14am

Tara Zacharzuk-Marciano, Instructor at Ulster County Community College, will be featured in the next COTE Fellow Chat. Tara will share what she knows about "Collaboration in a Virtual Learning Environment for Nursing Simulation." This chat, in our Research & Innovation theme, is intended to showcase and share innovative research from members of our community, and to support networking, interaction, and excellence in online teaching and learning practices.

Second Life learning experiences in nursing curriculum will provide another avenue for educators to engage students in the practice and development of clinical reasoning skills beyond the traditional clinical setting. With the ever dwindling number of available clinical sites, simulation that features real-life experiences is a significant feature of Second Life that permits learning in a safe, controlled environment.

The project we are proposing would align existing Second Life Healthcare facilities and resources previously designed by SUNY Ulster with other SUNY schools eager to explore the next generation of learning in a virtual world. The SUNY Ulster Healthcare facility, located on the SUNY Learning Network Island, will serve as a hub for introducing all interested SUNY campuses to the opportunities for enhancing curriculum in a virtual world.

Second Life® - a virtual environment - provides an internet-based collaborative platform where faculty can build dynamic, interactive scenarios to support teaching and learning. Second Life offers endless opportunities for incorporating emerging technologies into the classroom and clinical experiences for both in-class and distance learning. It gives learners a sense of "being there" even when attending class in person is not possible or practical. Second Life provides opportunities for immersive education by bringing distance education and self-directed learning to a new level. This, in turn provides educators and distance learners with the ability to connect, communicate, and collaborate in a way that enhances experiential learning. 

The increasing complexity of the healthcare environment has greatly increased the importance of teaching technology in the classroom. Using Second Life as an innovative teaching strategy has already helped infuse technology into the SUNY Ulster nursing program, a goal supported by state and national nursing organizations as well as the Institute of Medicine’s (IOM) 2011 report on the Future of Nursing Education (IOM, 2011). There is an opportunity for Ulster to work with other SUNY nursing programs to use the unique technology of Second Life to train novices in preparation for real life clinical experiences. This will serve to further enhance student success and improve overall retention rates.

Simulating patient care scenarios in a realistic environment is an increasingly popular method for preparing health professionals to care for patients. Virtual learning is an important part of the learning experience that allows for the extension of nursing skills through simulated experiences.
Incorporating virtual learning technology into our curriculum provides additional educational opportunities for students to practice critical thinking skills beyond the clinical setting.

Games and simulation have been identified as emerging technological tools affecting teaching and learning. "Virtually all college students have had experience with games. Games represent active, immersive learning environments where users integrate information to solve a problem. Learning in this manner incorporates discovery, analysis, interpretation, and performance as well as physical and mental activity. An increasing number of colleges and universities are exploring the use of games to enhance learning. (http://www.educause.edu/Games/1008)

- Tara Zacharzuk-Marciano

 

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Created by Alexandra M. Pickett Aug 19, 2010 at 11:52am. Last updated by Alexandra M. Pickett Jun 23, 2015.

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