@Article{info:doi/10.2196/jmir.1051, author="Hansen, Margaret M", title="Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments: A Review of the Literature", journal="J Med Internet Res", year="2008", month="Sep", day="1", volume="10", number="3", pages="e26", keywords="Education; Healthcare; Technology", abstract="The author provides a critical overview of three-dimensional (3-D) virtual worlds and ``serious gaming'' that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger's Diffusion of Innovations Theory and Siemens' Connectivism Theory for today's learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare. ", issn="1438-8871", doi="10.2196/jmir.1051", url="http://www.jmir.org/2008/3/e26/", url="https://doi.org/10.2196/jmir.1051" }