Abstract
We created an interactive learning environment about alcohol, with learning objects incorporating 3-D computer graphics and other telemedicine tools. These were used to explain aspects of alcohol use. The environment included interactive tele-education (the Cyber Tutor) and a collaborative learning network. We also used posters to complement the information transmitted by video. We examined group dynamics involving contests, games and theatrical performances for alcohol learning. To reinforce the information transmitted by telemedicine, 20 group sessions were held in São Paulo, one per week, each lasting one hour. The were 20 students directly involved and about 250 in the audience. The students drew up short theatre scenes, with basic information on the topic. The audience were then challenged to respond whether the subject of the scene was a myth or a truth about alcohol or alcoholism. The creation of a theatrical game required the involvement of student-actors to build the characters and support from telemedicine tools (the virtual human, posters and videos) to provide additional information. This method of presenting knowledge on alcohol can involve other students by use of the same telemedicine tools, including group discussion lists on the web. Thus it appears feasible to create an educational model based on interactive games using computer graphics and the Internet. This has the potential to increase the motivation of young people.
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