How can we design the future of medical education?
Medical students often learn about complex topics requiring great precision in a 2D environment – but outcomes are life-and-death in a 3D world. Partnering with the OSF Jump Trading Simulation & Education Center, the IA Collaborative team helped OSF develop a business model and offering strategy to commercialize an emerging VR teaching and learning platform.
1 / Transforming Teaching and Learning
The solution effectively bridged the gap between an emerging VR teaching and learning tool, positioning the product to become a commercial offering focused on providing a simple way for anyone to create and share immersive content. Enduvo is the only no-code, immersive content authoring and delivery platform that removes the complexity, inflexibility, and high cost associated with creating virtual and augmented reality (VR/AR) training.
Estimated market opportunity for Virtual Reality in Healthcare by 2026
95% increase in Enduvo learner confidence
70% decrease in training and delivery time for Enduvo educators
75% decrease average reduction in content development costs for Enduvo educators
2 / Empowering Students and Teachers
Where other competitors in the space were focused primarily on developing static libraries of VR content, we enabled OSF to define the commercial product, empowering doctors to easily and efficiently create their own 3D educational content including lesson planning, lecture building, and networked content.
3 / The Future of Education is Customization
When developing the business and offering strategy for what became Enduvo, we collectively leveraged insights that OSF had gathered through observations of professors and students teaching and learning with VR technology. The team knew Enduvo’s content must be intuitive and seamless to navigate, like any consumer technology. More importantly, it must be fully customizable so that any doctor, anywhere, can use the technology to create their own customized 3D lesson plans and incorporate assessments. For the student, asynchronous learning enables anytime, anywhere content consumption.