ENTICE overall goal is to enhance the quality of digital learning in Medical Education, by bringing learning objectives to the forefront of experiential episodes design and organically integrate them as part of educational design.
1. This project has received funding from European Union’s
Erasmus+ Programme under
Grant Agreement No°612444.
ENTICE Project Presentation 1
Ilias Trochidis
ENTICE Deputy Project Coordinator (ViLabs)
2. This project has received funding from European Union’s
Erasmus+ Programme under
Grant Agreement No°612444.
ENTICE Project Presentation 2
A core need for medical students and residents is the hands on acquisition of
pre-clinical and clinical skills, which is one of the most resource intensive
endeavours in medical education (e.g. Anatomy, Surgery). Physical tangible
resources and opportunities for such training are objectively inadequate due to
the cadavers’ shortage worldwide.
There is a clear need for quality immersive medical simulation resources
and episodes.
In order for surgical residents to obtain and therefore improve their operative
skills and experience, it is best to learn and practice before and after patient
encounter. Using tangible (3D prints) or intangible (AR/VR/MR) educational
resources in these educational encounters we can achieve far superior
immersion and support excellence in training and patient safety.
The problem
3. This project has received funding from European Union’s
Erasmus+ Programme under
Grant Agreement No°612444.
ENTICE Project Presentation
ENTICE Project Objectives
3
The project’s overall goal is to enhance the quality of digital learning in Medical
Education, by creating experiential educational episodes based on specific learning
objectives from the overall domains of anatomy and surgery.
Specific objectives
• Identify methodologies and approaches for use of immersive and tangible resources.
• Design and optimize a co-creational workflow for collaboration between educators and
developers in experiential content creation.
• Create education centric experiential resources.
• Confirm all outcomes through multi-centric evaluation.
• Optimize and exploit the efficacy and economy of resources to be produced.
• Disseminate the outcomes in the wider medical community and industries.
4. This project has received funding from European Union’s
Erasmus+ Programme under
Grant Agreement No°612444.
ENTICE Project Presentation
Surgery and anatomy 3D models and VR/AR applications have been reported with studies
highlighting their potential as equivalents for 2D images and cadavers:
• In a series of Continuous Professional Development seminars held in UoL it was found that
their VR/AR/MR resources did not address their specific learning objectives.
Major limitations:
How is it done today?
4
These diverse findings confirm the need for edu-centric content creation.
HEIs Content creation industries
Disjointed use of experiential tangible/intangible
resources (3D prints/AR/VR/MR).
Large volume of topically overlapping content.
Educational episodes do not accurately map on the
resources created.
Inefficient content creation due to lack of
educational integration.
Limited curriculum penetration. No provisions for medical education immersive
content reuse and repurposing.
5. This project has received funding from European Union’s
Erasmus+ Programme under
Grant Agreement No°612444.
ENTICE Project Presentation
Validation of a systematic, integrative approach for education-centered
experiential teaching episodes and resource content creation for 3D printed
models, and AR/VR/MR resources.
• Seamless integration of 3D printed models & AR/MR/VR with the educational
episode for the first time is going to be implemented and evaluated for
measurable increase in knowledge retention.
• The content creation process will be based on specific learning objectives.
Thus educationally sound resources are expected to compound the learning
efficacy and overall impact of learning episodes.
• Prototyping Knowledge Engineering methodology for education-centric
immersive resources. An approach for VR content creation in medical
education has been proposed using Knowledge Engineering.
ENTICE Innovation
5
6. This project has received funding from European Union’s
Erasmus+ Programme under
Grant Agreement No°612444.
ENTICE Project Presentation
ENTICE Impact
6
Short Term Impact Long term Impact
HEIs ● Creating a network of SMEs/Universities
● Adopting an audience-centric approach
● Improving entrepreneurial & mentoring skills
● Curricula enhancement with modern & state-of-
the-art educational material.
● Access to a large start-up ecosystem & pool of
users of the educational material.
● Improving international research profile through
quality publications
● Raising awareness on the collaboration between
Universities and businesses in the medical
education field.
Industry ● Visibility & experience
● Project as a market indicator
● Network with HEI boosting their B2B activities.
● Educational material in their products and reach a
wider audience.
● Improving overall prestige & collaborations with
forward thinking Universities
Third ● New educational tool for Students & educators
● Neuroanatomy as an enjoyable experience.
● Start-ups and companies able to develop similar “products” for other body regions.
7. This project has received funding from European Union’s
Erasmus+ Programme under
Grant Agreement No°612444.
ENTICE Project Presentation
Methodology and timeplan
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• Daily email exchanges (internal
mailing list),
• montly telcos + GA calls,
• minutes,
• physical meetings,
• file repository,
• online task monitoring sheet
Kick-off meeting scheduled for the 13th-
14th of February, in Thessaloniki
Greece.
• Day 1: Presentations (all WP leaders)
• Day 2: Working sessions to define
the distribution of work
8. This project has received funding from European Union’s
Erasmus+ Programme under
Grant Agreement No°612444.
ENTICE Project Presentation
Key goal is to reach a wide and diverse audience
Identify key target groups
Develop dissemination materials: Project Website, Social Media, Newsletters, Short
promotional videos, Articles, Presentations, Publications/Press releases, Project visual
identity.
Participation to relevant events: Local/ International co-design workshops,
Conferences, Awareness raising events, Meetups, academic papers, B2B with
companies, Synergies
Sustainability and exploitation plan
Dissemination and communication of project results
8
Success story
ENTICE approach for education-centered experiential teaching episodes
and resource content creation is adopted by HEIs in Europe.
9. This project has received funding from European Union’s
Erasmus+ Programme under
Grant Agreement No°612444.
ENTICE Project Presentation 10
Ilias TROCHIDIS – Senior Project Manager
▪ Email: it@vilabs.eu
▪ LinkedIn: https://www.linkedin.com/in/itrochidis/
Olga KATSAROU– ENTICE/ViLabs CFO
▪ Email: katsarou@vilabs.eu
▪ LinkedIn: https://www.linkedin.com/in/katsarouolga/
Follow us: @entice_eu
Editor's Notes
For the HEIs:
Disjointed use of experiential tangible/intangible resources (3D prints/AR/VR/MR). Rigorously defined curricula and organically integrated tools are hallmarks of efficacy, effectiveness and student motivation. Experiential resources are not integrated from the beginning of curricular design and so are considered a risk for formal medical training.
Educational episodes do not accurately map on the resources created. While the design process of resources usually involves a topical expert, wider communication between the medical community and the content creation industry has not been established.
Limited curriculum penetration. Experiential resources are currently viewed as novelties in medical education and thus, their usefulness and impact is limited in the curriculum.
For the content creation industries:
Large volume of topically overlapping content. A lot of the topical knowledge is being revisited in each instantiation of similar content inconsistently and only based on the expert’s personal educational capacity.
Inefficient content creation due to lack of educational integration. Content creation usually happens as a technical process with only the consulting of an expert, instead of co-creating with educators and experts, thus incurring unnecessary iteration overheads.
No provisions for medical education immersive content reuse and repurposing. Asset reuse and repurposing is prolific in the creative industries, mainly through 3D asset distribution. Medical content reuse and repurposing is available utilizing standards developed by members of this consortium . However introducing reusable “building blocks” of medical education experiential tangible and intangible resources has not been attempted.
The core innovation of the project is the validation of a systematic, integrative approach for education-centered experiential teaching episodes and resource content creation for 3D printed models, and AR/VR/MR resources. Specifically:
I. Tangible/Intangible integration in immersive educational resource design. Seamless integration of 3D printed models & AR/MR/VR with the educational episode for the first time is going to be implemented and evaluated for measurable increase in knowledge retention.
II. Learning Objectives-centered development of educational episodes with immersive resources. The content creation process will be based on specific learning objectives. Thus educationally sound resources are expected to compound the learning efficacy and overall impact of learning episodes. Additionally, the project attempts to streamline the content creation process to reduce resources overheads.
III. Prototyping Knowledge Engineering methodology for education-centric immersive resources. An approach for VR content creation in medical education has been proposed using Knowledge Engineering5. ENTICE shall expand this methodology to combined tangible/intangible resources and evaluate it as a standardized methodology for academic-industrial content co-creation.
The generality of these domains as they emerged from the initial needs analysis for the proposal requires a more detailed needs analysis (WP1) even at the project’s beginning, before designing and developing specific educational episodes (WP2) and resources (WP3). The experiential episodes will be validated (WP4) and distilled into best practices (WP5). However, as part of the development step of this overall process, the design-development and verification of the experiential resources (3D prints, AR/VR/MR digital resources) is in itself a self-contained design- implementation-validation endeavour for which an Agile-Scrum based methodology will be followed. This iteration based process will allow the educationally centred approach of the project to be realized with resources reviewed and amended by pedagogy and domain experts at rapid intervals during their development (WP3). The two levels (educational episode and resource) design and implementation are linked in the educational design stage (WP2) and in the implementation stage (WP3) through the semantic cohesion provided by applying knowledge engineering techniques for verifiably linking experiential resource capacities with the medical concepts-as-learning objectives. Horizontal dissemination and exploitation activities (WP6) are going to proliferate and sustain the project’s outcomes beyond the consortium and the funding period of the project. Further horizontal activities for quality assurance (WP7) and project management (WP8) are going to ensure a smooth, efficient and effective project’s collaborative lifecycle. The overall methodology described here is outlined in the following figure.
Day 1: Presentations (all WP leaders) and discussions on the understanding of the project goals and the expected impact through the implementation of each WP.
Day 2: Working sessions to define the distribution of work and to prepare the ground for the implementation of the project activities
ENTICE requires capacity in 4 key areas: medical education, content creation (digital & 3D printing), and overall technology innovations and knowledge level modelling using knowledge engineering of semantic data. The consortium was formed to cover all these capacities as well as to offer a wide dissemination and exploitation potential.