An expanded definition of simulation encompasses patient simulators, avatars, and virtual learning environments. This article explains the elements and advantages of each of these education modalities.
AnnettaL., MurrayM., Gull LairdS., BohrS., & ParkP. (2006). Serious games: Incorporating video games in the classroom. Educause Quarterly, 29(3), 16–22.
3.
BillingsD. M., & HalsteadJ. A. (2005). Teaching in nursing: A guide for faculty (2nd ed.). Philadelphia: W. B. Saunders.
4.
BrownJ. (2006). New learning environments in the 21st century: Exploring the edge. Paper presented at the meeting of Forum for the Future of Higher Education, Cambridge, MA.
5.
DickeyM. (2005). Three-dimensional virtual worlds and distance learning: Two case studies of Active Worlds as a medium for distance education. British Journal of Educational Technology, 36(3), 439–451.
6.
ForemanF., (2004). Game-based learning: How to delight and instruct in the 21st century. Educause Review, 39 (5), pp. 51–66.
7.
GabaD. (2004). The future vision of simulation in health care. Quality and Safety in Health Care, 13 (Suppl. 1), 2–10.
McFarlaneA., SparrowhawkA., & HealdY. (2002). Report on the educational use of games: An exploration by TEEM of the contribution which games can make to the education process. Retrieved April 20, 2010, from http://www.teem.org.uk/publications/teem_gamesined_full.pdf.
11.
OblingerD. (2006, May). Simulations, games, and learning. Educause Learning Initiative White Paper.