meducator village: medical educational resources in the era of semantic web (web 3.0 ... ·...
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Panos Bamidis Lab of Medical Informatics Medical School
Aristotle University of Thessaloniki
Greece
mEducator Village: Medical Educational Resources in the Era of
Semantic Web (Web 3.0) & Social Media (Web 2.0)
MIE 2012: Village of the Future - Pillar 5 Social and Policy Incentive Framework
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The integration of emotion detection (USEFIL) and elderly interventions (LLM) enriched with knowledge and experience sharing in terms of educational semantic material (mEducator) will end up in a pool of experiences for caregivers (Discover)
MIE 2012: Village of the Future - Pillar 5 Social and Policy Incentive Framework
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What is mEducator?
l A Best Practice Network (BPN) co-funded by the – eContentplus 2008 programme of the European Commission,
Information Society and Media Directorate-General, Digital Content & Cognitive Systems
– Contract Reference: ECP-2008-EDU-418006
l Run between May 2009 – April 2012 l As a BPN, it developed and compared two different
solutions/frameworks – Solution 1 = mEducator2.0 à Web2.0 – Solution 2 = mEducator3.0 à Web3.0
l Scope: to draw best practice recommendations
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co-funded by the European Commission eContentplus programme
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mEducator central idea
l discover, retrieve, use, rate, re-use and re-purpose educational content irrespective of any Learning Management System use
l Target 1: providers and users of such content: – expert instructors (academics / health professionals) – students / learners
l Target 2: technical providers of educational (health care) solutions
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The mEducator Learning Resource Space
5 -Giordano et al, Developing controlled vocabularies for educational resources sharing: a case study,’ -Mistopoulou et al, Connecting medical educational resources to the Linked Data cloud: the mEducator RDF Schema, store & API; both in Proc. of 1st Int. Workshop on eLearning Approaches for the Linked Data Age (Linked Learning 2011, in ESWC2011)
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Personal Blogs
Class Discussion Forums
eTrace – Graphics annotation based lessons
6 mEducator Final Presentation
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co-funded by the European Commission eContentplus programme
mEducator Final Presentation 7
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The main product/service 1. mEducator 2.0: loosely coupled LCMSs via mashup technologies (Web2.0)
2. mEducator 3.0: LCMSs linked via (semanDc) linked services (Web3.0)
partner ins*tute 1
partner ins*tute 4
partner ins*tute 3
partner ins*tute 2
partner ins*tute 5
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Some interconnected mEducator3.0 platforms
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Other products/services 1. Different platforms for achieving semantic interlinking of repositories
(MELINA+, MILES+, LinkedLabyrinth+, MetaMorphosis+) 2. A standard schema (MedBiquitous) for educational resources 3. A standalone Editor for describing resources 4. A framework for repurposing serious games 5. An Editor for repurposing serious game scenarios (mEditor) 6. Semantic Medical Games capitalising Life Linked Data 7. An mEducator cloud in the LOD cloud 8. A WebID certification framework 9. DBpedia spotlight modules 10. Recommendations for intellectual property rights (IPRs) for educational
material 11. Recommendations & Best Practices towards true interoperability,
repurposing, enrichment, and embedding of a variety of highly attractive and up-to-date learning resources in each of the partners’ curricula
12. A mapping tool for following one’s educational resources: educemiology
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Main outcomes
l Critical comparisons of the two content sharing solutions
l Recommendations for content description (metadata), IPRs, repurposing, and institutional adoptability
l Application to Medbiquitous for standardization of the mEducator data model based on semantic web standards and the mEducator vocabularies
l A reference model that identifies the processes and data involved in medical educational content sharing and relates them to existing (or to be developed) standards
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Innovations
l The first real combination of social media technologies (Web2.0) and the semantic web (Linked Data/Web3.0) into education and learning (Linked Learning / Linked Medical Education)
l Exploitation of the role semantics may play in education and learning
l Open source, multiple platforms
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Key findings / experiences with identifying the incentives needed
l Harmonization of content sharing solution interfaces should be pursued: design solutions do affect overall user acceptance
l Some problems require non technical solutions, such as training on notions of IPR and repurposing.
l Use of Controlled vocabularies is a best practice, provided that they are manageable in size, can be visually scanned rapidly inspectionable/apprehendible
l Best ways to handle notions of quality of the content are still unclear (stamps, formal reviews, inference from other measures) but the need for quality control is strongly felt
l The advantages of adopting semantic web standards for modeling content and services deserve the effort 13
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Who do we impact?
• Communities of practice: • Drupal CMS community • Moodle LCMS community • Medical Education/Virtual Patients/OpenLabyrinth community • Open source software community • Semantic web community • Social Media communities
• Target groups: • providers and users of such content such as:
• expert instructors (academics / health professionals) • students / learners
• Technical providers of educational (health care) solutions 14
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Other changes and benefits brought up by the project experiences with identifying the incentives needed to create a process of change
l Individual partner institutions benefits: – Modernise LCMS – Update educational resources (through sharing) – Obtain access to contemporary, state-of-the-art resources – Attract student’s attention/collaboration – Change curricula…
l Engage in internal processes by aligning current strategic plans with mEducator developments
l Shake old minds… l Get refreshed with new, young, technical
personnel…
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Impact
§ http://ckan.net/package/meducator
§ > 35000 triples so far
§ > 1000 links to DBpedia & Bioportal ontologies
§ APIs used by 4 applications
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Technical Impact: linking meducator content with life linked data
l Linking educational content with Life Linked Data, through metadata, can enrich the knowledge in the mEducator instances and vice versa
l For instance, in little Sam’s case: a learning object about diabetes can be
combined with Anti-diabetic medication drugs, retrieved from the LOD cloud, together with their chemical attributes, side – effects etc.
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Semantic Medical Games:
l The game begins with a central concept (a drug), that needs to be 'guessed' by the player.
l The player expands the concept and reveals some of the hints related with it.
l hints : – other concepts (like a disease targeted by the drug) – a simple property of the original concept (like a brand name).
l The related concepts can be expanded à a knowledge network is developed.
l The player has to exchange currency in the most effective manner, to reveal the hints.
– A correct guess is rewarded.
l In other words, Sam may play and learn from automatically extracted knowledge from Wikipedia
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Long Lasting Memories (LLM): home training example
LLM
Mary can play too and fight cognitive decline and geriatric depression!
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Physical Training
LLM
Mary (but also little Sam) may also use it for physical activity!
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Physical Training
LLM
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LLM Intervention Verbal Memory
LLM
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TECHNICAL OVERVIEW
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USEFIL Social objectives
Ø Assist elderly living alone
Ø Inspire feelings of safety, self-confidence, security
Ø Encourage elderly to become/remain socially involved
Ø Personalised, face to face support
Ø Accommodate a variety of possible carers: professionals, volunteers, family members, friends, neighbours
Ø Unobtrusive data collection, security and privacy
Ø Intelligent classification of data, emotion detection, trending
Ø Medical professional involvement ß Decision Support System
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The DISCOVER Project
• aims to tackle 3 main issues: l increased digital competences and engagement
of social inclusion actors (carers); l increased use of ICT solutions for delivering
social support and care; l and raising the profile of social inclusion work.
• The project will create a new service to deliver digital skills training for carers.
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The DISCOVER platform (1)
• will aim to integrate the existing systems and provide access to rich digital skills learning experiences.
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The DISCOVER Project
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The integration of detection (USEFIL) and intervention (LLM) enriched with knowledge and experience sharing in terms of educational semantic material (mEducator) will end up at a library of experience of caregivers where the caregivers will act as a teacher and as a student (Discover)
the$Blue$Line$Dimensions$
HUG
KISS
Technological Interoperabilityy
Semantic Interoperabilityy
Human & society
Society Incentive Framework
Persons systems interaction
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advice to address the issue of the incentive based policy changes needed to redesign health and social care provision which is really person centered.
l Holistic approach : consider contemporary education tools to initiate the process of change à paradigm changes there too!
l Follow technology changes (continuously) with transparent user utterances
l Allow for easy access, flexible (customisable) and easy to use systems
l Evaluate extensively : trials/interventions with measured outcomes (evidence)
28 MIE 2012: Village of the Future - Pillar 5 Social and Policy Incentive Framework
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Thanks a lot!
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l For demo Videos l See the YouTube channels:
– mEducatorproject – Long Lasting Memories
l Contact: Panos Bamidis l [email protected] l @bamidis