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Education as an
Interpersonal Pathway to
         Change

               Media??
Second Life:
      A potential in
       medical education

  • Ohio University-Nutrition Game which teaches about the impact
    of both long and short term fast food choices on health
  • Heart Murmur-Developed by a SJSU instructional designer.
    Provides an education virtual world for auscultation training
  • The Gene Pool, interactive genetics lab/museum featuring
    simulated lab experiments and tutorials
  • University of California, Davis- devolved and evaluated a special
    place within Second Life to education people about schizophrenic
    hallucinations
  • Health Info Island- Virtual Second Life Medical Library
Potential of Second Life
• Widening access across geographically
  remote students

• Distance Learners

• Entry level virtual world user

• Exchange of messages in real time

• Larger control of the education space
  (co-creation cosmos)

• Reflective practice
Caveats
• Traditional concerns as in
  any new technology

• Addiction, gambling,
  violence, pornography,
  trust, identity theft,
  privacy issues, copyright
  issues, quackery, health
  access quality, update of
  user skills
Twende na Wakati
  (Lets Go with the Times)
Lets Go with the Times
         (Tanzania)

• Entertainment-education radio soap
  opera- five years Mid-1990s
• Family planning adoption
• HIV prevention
• Seven large broadcasting regions
• One area served as control group
  with had no broadcast access
Network Communication
• Personal Network: The set of an
  individuals family, friends,
  colleagues and others who the
  respondent refers to
• Bandura’s Social Learning
  Theory- individuals learn new
  behaviors from those whom they
  communicate
• Who is Mr. Alter?
• Who is Mrs. Ego?
Sources
Boulos, M.N.K, Hetherington, L., Wheeler, S. (2007).
Second Life: An overview of the potential of 3-D virtual
worlds in medical and health education. Health
Information and Libraries Journal, 24, 233-245.

Everett, R.M., Vaughn, P.W., Swalehe, R.M., Rao, N.,
Svenkerud, P., & Sood, S. (1999). Effects of an
entertainment-education radio soap opera on family
planning behavior in Tanzania. Studies in Family
Planning, 30(3), 193-211.

Lee, M.L., Peng, W., & Park, N. (2009). Effects of
computer/video games and beyond. In J. Bryant &
M.B. Oliver (Eds.), Media effects: Advances in theory and
research, 3rd edition (pp. 551-566). NY: Routledge. 



      An Approach through the
    Understanding of Self-Concept,
   Significant Others, and the Social
           Influence Process.

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Education as an Interpersonal Pathway to Change

  • 1. Education as an Interpersonal Pathway to Change Media??
  • 2. Second Life: A potential in medical education • Ohio University-Nutrition Game which teaches about the impact of both long and short term fast food choices on health • Heart Murmur-Developed by a SJSU instructional designer. Provides an education virtual world for auscultation training • The Gene Pool, interactive genetics lab/museum featuring simulated lab experiments and tutorials • University of California, Davis- devolved and evaluated a special place within Second Life to education people about schizophrenic hallucinations • Health Info Island- Virtual Second Life Medical Library
  • 3.
  • 4. Potential of Second Life • Widening access across geographically remote students • Distance Learners • Entry level virtual world user • Exchange of messages in real time • Larger control of the education space (co-creation cosmos) • Reflective practice
  • 5. Caveats • Traditional concerns as in any new technology • Addiction, gambling, violence, pornography, trust, identity theft, privacy issues, copyright issues, quackery, health access quality, update of user skills
  • 6. Twende na Wakati (Lets Go with the Times)
  • 7.
  • 8. Lets Go with the Times (Tanzania) • Entertainment-education radio soap opera- five years Mid-1990s • Family planning adoption • HIV prevention • Seven large broadcasting regions • One area served as control group with had no broadcast access
  • 9. Network Communication • Personal Network: The set of an individuals family, friends, colleagues and others who the respondent refers to • Bandura’s Social Learning Theory- individuals learn new behaviors from those whom they communicate • Who is Mr. Alter? • Who is Mrs. Ego?
  • 10. Sources Boulos, M.N.K, Hetherington, L., Wheeler, S. (2007). Second Life: An overview of the potential of 3-D virtual worlds in medical and health education. Health Information and Libraries Journal, 24, 233-245. Everett, R.M., Vaughn, P.W., Swalehe, R.M., Rao, N., Svenkerud, P., & Sood, S. (1999). Effects of an entertainment-education radio soap opera on family planning behavior in Tanzania. Studies in Family Planning, 30(3), 193-211. Lee, M.L., Peng, W., & Park, N. (2009). Effects of computer/video games and beyond. In J. Bryant & M.B. Oliver (Eds.), Media effects: Advances in theory and research, 3rd edition (pp. 551-566). NY: Routledge.  An Approach through the Understanding of Self-Concept, Significant Others, and the Social Influence Process.