沉浸式虚拟世界平台SecondLife(SL)是25年前构思的,当PhilipRosedale于1999年创立了LindenLab,目的是开发计算硬件,使人们能够沉浸在虚拟世界中。最初的努力在4年后转变为SL,一个以用户为中心的普遍可访问的虚拟世界,商业交易,甚至是自己的虚拟货币,这与隐喻的概念完全相关,最近在2021年10月Meta(前身为Facebook)首席执行官的声明后重新普及。SL被认为是高等教育专业人士中最知名的虚拟环境。本文旨在回顾SL隐喻中的医学教育;它的演变;以及它的可能性,局限性,和未来的前景,特别关注本科期间的医学教育经验,residence,和继续医学教育。描述了隐喻和虚拟世界的概念,特别提到SL及其概念哲学,历史演变,以及高等教育的技术方面和能力。对现有文献进行了叙述性回顾,同时包括我们的教学团队在过去13年中在本科和研究生医学教育方面的不间断实践经验,拥有>4000个用户和>10个关于该主题的出版物。从教育的角度来看,SL具有全天候可用的优势,并在学生中创造了“在那里”和共情的重要感觉。这个,随着3D世界的再现,实时互动,以及语音通信的质量,让身临其境的体验变得独一无二,产生学生之间以及与老师之间的参与度和流畅的相互关系。在这些年中,医学教育的各种研究人员已经积累了经验,这表明课程,研讨会,研讨会和会议,基于问题的学习经验,评估,团队合作,游戏化,医学模拟,可以成功进行虚拟客观结构化临床检查。学生和教师的接受度通常是积极的,认识到它对本科医学教育和继续医学教育的有用性。在它诞生后的25年里,SL已被证明是一个虚拟平台,与metaverse的概念相联系,一个相互关联的,打开,和全球可访问的系统,所有人都可以免费或使用虚拟货币访问社交或共享产品。SL自创建以来一直保持活跃和技术改进。有必要继续开展教育经验,概述组织,目标,内容和衡量实际教育影响,使SL成为更普遍使用的工具。
The immersive virtual world platform Second Life (SL) was conceived 25 years ago, when Philip Rosedale founded Linden Lab in 1999 with the intention of developing computing hardware that would allow people to immerse themselves in a virtual world. This initial effort was transformed 4 years later into SL, a universally accessible virtual world centered on the user, with commercial transactions and even its own virtual currency, which fully connects with the concept of the
metaverse, recently repopularized after the statements of the chief executive officer of Meta (formerly Facebook) in October 2021. SL is considered the best known virtual environment among higher education professionals. This paper aimed to review medical education in the SL
metaverse; its evolution; and its possibilities, limitations, and future perspectives, focusing especially on medical education experiences during undergraduate, residency, and continuing medical education. The concept of the
metaverse and virtual worlds was described, making special reference to SL and its conceptual philosophy, historical evolution, and technical aspects and capabilities for higher education. A narrative review of the existing literature was performed, including at the same time a point of view from our teaching team after an uninterrupted practical experience of undergraduate and postgraduate medical education in the last 13 years with >4000 users and >10 publications on the subject. From an educational point of view, SL has the advantages of being available 24/7 and creating in the student the important feeling of \"being there\" and of copresence. This, together with the reproduction of the 3D world, real-time interaction, and the quality of voice communication, makes the immersive experiences unique, generating engagement and a fluid interrelation of students with each other and with their teachers. Various groups of researchers in medical education have developed experiences during these years, which have shown that courses, seminars, workshops and conferences, problem-based learning experiences, evaluations, teamwork, gamification, medical simulation, and virtual objective structured clinical examinations can be successfully carried out. Acceptance from students and faculty is generally positive, recognizing its usefulness for undergraduate medical education and continuing medical education. In the 25 years since its conception, SL has proven to be a virtual platform that connects with the concept of the
metaverse, an interconnected, open, and globally accessible system that all humans can access to socialize or share products for free or using a virtual currency. SL remains active and technologically improved since its creation. It is necessary to continue carrying out educational experiences, outlining the organization, objectives, and content and measuring the actual educational impact to make SL a tool of more universal use.