A serious game to prevent burn-out

Preventing burnout is an essential component of Corporate Social Responsibility (CSR). In the current context where the mental health of healthcare professionals is under severe strain, the risks of burnout or Caregiver Professional Burnout Syndrome (SEPS) have increased considerably. To respond to this critical situation, the A.Qua.VieS association (Association for the Quality of Life of Caregivers) took the initiative of developing a serious game in collaboration with Audace Digital Learning. This serious game is designed to help caregivers and their supervisors recognize and anticipate the signs of SEPS.

Burnout manifests itself as intense fatigue, a feeling of loss of control and an inability to achieve concrete results at work. At the beginning of 2020, the National Public Health Agency (ANSP) entrusted A.Qua.VieS with the mission of assessing the risk of SEPS in hospitals. In response, the association chose to have Audace develop, under its scientific control, a serious game “Detect me if you can!” », aligned with the objectives of the Observatory of the quality of life at work for health professionals.

This online training program, combining theory and practice, aims to equip caregivers and their supervisors with the necessary knowledge about SEPS to better prevent it. Specific objectives include the ability to define the causes of SEPS, identify a person suffering from this syndrome, apply this knowledge in case studies, modify the organization to avoid cases of SEPS, and self -evaluate your knowledge and practices for operational implementation.

This initiative is fully in line with CSR efforts to promote a healthy and supportive work environment, particularly in sectors as sensitive as health.

Discover the elearning module in video

Energy sobriety: OPCO2i is a hit with elearning!

Like all industries, the paper and cardboard industry must face the challenge of reducing energy consumption through the adoption of eco-responsible practices. In this context, OPCO2i, a cross-industry skills operator encompassing 32 professional branches, has taken the initiative to rethink dedicated training by offering a short and effective e-learning course.

The e-learning module program, aimed at employees in the sector, is designed to raise awareness about reducing their energy footprint.  Structured into five chapters, the training covers the fundamentals of energy efficiency, providing a thorough and practical understanding of this key topic.

DEVICE

Lasting twenty minutes, the module immerses learners in an immersive environment whose decor is inspired by the textures of paper, cardboard and wood. In this Paper-Cardboard universe, learners play the role of testers of a new tourist stay focused on energy efficiency. Accompanied by a virtual guide, they embark on an adventure, simulating a treasure hunt and discover, step by step, the main principles of frugality.

Thus, at the end of the training, the learner is able to define what energy is, to cite the different areas of consumption in the office or factory, and to identify the right reflexes to reduce energy consumption. . If the training is not certifying, it remains accompanied by an additional summative quiz requiring a success rate of 70% for certain companies which wish it.

For an optimal user experience, digital training offers various features, such as the ability to pick up where the learner left off, save their progress and easily navigate between different chapters. The addition of punchy titles and subtitles facilitates understanding, while the interactive activities offered guarantee learner engagement.

TARGET

Employees in the Paper-Cardboard industry sector.

OBJECTIVES

Raise awareness among industry professionals about reducing their energy footprint in their professional practices.

The weight of words – an art that transforms learning

In the world of digital learning, writing is not limited to transmitting information; it plays a key role in how learners interact with, understand and retain content. The quality of writing in digital learning has an impact on the accessibility, engagement, emotion and pleasure of learners and therefore on the effectiveness of the training.

“ What is well conceived is clearly stated, and the words to say it come easily ,” wrote Boileau. Clear and concise writing is essential for good understanding. According to the cognitive theory of multimedia learning, clear presentation of information improves learning. Breaking information into smaller units, a practice known as “chunking,” reduces cognitive load and makes it easier to understand. In addition, logical structuring with relevant (and impactful) titles guides learners, thus reinforcing the effectiveness of learning.

Dramatic, humorous or narrative, the use of a specific tone can also strongly influence learner engagement. Emotional learning theory suggests that positive emotions like curiosity or amusement improve motivation. Research in educational psychology supports this idea, indicating that emotions play an important role in information retention.

Likewise, a well-written text that is aesthetically pleasing and easy to read increases learner enjoyment, transforming the learning experience into a more satisfying activity. According to self-determination theory, intrinsically positive experiences promote continued learning. Furthermore, the use of storytelling in elearning makes the content more captivating, helping to establish emotional connections and making abstract concepts more concrete.

Another potential approach : content personalization. By speaking directly to the learner or using examples close to their world, creates a feeling of personal connection. This approach builds engagement and improves information retention, as studies of personalized learning have shown.

Accessibility, emotion, pleasure, connection… elearning writing is an art that requires special attention. By working on it, one can create elearning content that is not only informative but also deeply engaging and memorable. Such an approach not only improves the learning experience but also contributes to better information retention and greater learner satisfaction.

Innovation Audace: towards a new era of collaboration and digital interaction

The Audace innovation represents an important milestone in the field of collaborative technology and digital interaction. It allows you to receive in real time on a control tablet the images appearing in a fleet of autonomous VR headsets but also to send inputs to one or other of the headsets. Concretely, this allows a trainer to follow several learners at the same time and interact with one or more learners as they wish.

By exploring and going beyond the capabilities of services such as UnityRenderStreaming and WebRTC, Audace has developed an innovation that offers a remarkable and unique user experience.

Exploration of existing technologies

Although UnityRenderStreaming is a promising technology for streaming views between Unity applications or to local servers, it is still in the experimental phase and has limitations, particularly regarding Peer to Peer connectivity and stability. At the same time, WebRTC has demonstrated the ability to establish strong connections and transmit smooth video streams between Unity applications and local servers.

Development of a “home made” solution

Faced with these challenges, the Audace team took the initiative to develop its own solution using the Unity Mirror extension. This innovative solution creates a local network with a server-user connection, allowing real-time observation and interaction from a computer or tablet with each VR headset user.

Intuitive user interface and optimized performance

The user interface, customizable and intuitive, updates every 2 to 5 seconds for complete, real-time visualization. This method optimizes server performance and reduces the size of transmitted data, essential for system fluidity.

Conclusion: a promising future

Audace innovation is much more than just a technological advance; it represents an evolution in the way we interact in digital spaces. With its ability to adapt to specific user needs, it promises to redefine digital collaboration and interaction.

OpenXR, the key to scalability in virtual and augmented reality

OpenXR is an open source application programming interface (API) designed to simplify the development of virtual reality (VR) and augmented reality (AR) applications compatible with various hardware and platforms.

Compatibility made simple

The tool helps facilitate the compatibility of VR and AR applications with a range of equipment. We think, for example, of VR headsets and tracking devices.

Indeed, OpenXR offers the possibility of targeting both holographic devices, like the HoloLens 2, and immersive VR headsets, like those of Windows Mixed Reality, by writing code once, then making it portable over a wide range of applications. range of hardware platforms.

Example: Audace used OpenXR for digital training where an application was first developed for a wired Htc Vive headset, then quickly adapted to run on a standalone Meta Quest 2 headset. With this tool, the process was simplified and saved time for both developers and the client.

Scalable technology

Using a common base to support multiple headsets makes things simpler. Whether for application maintenance, updates or even bug fixes. This means that OpenXR saves time. Indeed, developers can work without worrying about the specific headset used. If some headsets are not available, others can be used for development without compatibility issues. Additionally, support for wireless standalone headsets enhances application portability.

Saving time and money

OpenXR offers significant savings in time and resources for VR/AR application developers. Previously, creating an app for a particular system often required a complete redesign to make it compatible with a different headset. With OpenXR, it is now possible to develop an application only once. The latter can then be deployed on different types of helmets. This development thus avoids the tedious repetition of development for each model.

Industry standardization

OpenXR is supported by many companies in the VR/AR industry. Chacune contribuent activement à l’élaboration des spécifications et des normes OpenXR au sein de l’OpenXR Working Group. Some companies have already integrated OpenXR support into their products and platforms. They have developed OpenXR tools, libraries and extensions to facilitate the development of applications compatible with this standard. This industry standardization helps drive consistency and compatibility across different VR and AR hardware and platforms, benefiting the entire ecosystem.

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Companies that support OpenXR

In conclusion, OpenXR simplifies the compatibility of VR/AR applications. It makes them scalable and easy to maintain, saves developers time and money, and contributes to industry standardization. It is a key tool for taking full advantage of VR and AR.

Neuropedagogy: learning and memorizing thanks to digital training

Image of human head with books and other objects. Generative AI.

Educational neuropsychology, more commonly called neuropedagogy, looks at how learners’ brains work and how they can be optimally exploited in the learning process. With the advent of digital training, new opportunities have opened up to apply the principles of neuropedagogy. They thus offer more effective means of acquiring knowledge, memorizing and engaging learners.

Using neuropedagogy: Promote attention, memorization and engagement

Key 1: Interactivity

One of the keys to promoting learner attention and engagement in digital training is interactivity. Online learning environments offer a variety of interactive tools such as quizzes, simulations, educational games… These elements stimulate attention by encouraging active participation, improving the memorization of information.

A study conducted by CP-Formation showed that learners have an attention span limited to around 15 minutes. The article explains that interactions allow learners to be more attentive and engaged. This therefore strengthens their ability to remember and apply this knowledge. Indeed, they would be more engaged in their training when it integrates fun activities similar to games. Thus, attention span must be taken into account and elements requiring active participation must be integrated. And this, in order to promote concentration, engagement and above all memorization of learners.

At the heart of an imaginary trial, RPS elearning was designed to raise employee awareness of psychosocial risks.

Key 2: Personalization

Personalization of learning content is another important strategy Thanks to the use of artificial intelligence (AI) and data analysis, digital training platforms are now able to adapt courses according to the individual needs of each learner. This results in better retention because learners are exposed to information that is relevant to them, increasing their engagement.

Research entitled “Primary school in the 21st century” (Cécile Redondo, Vincent Bonniol and Karine Bernard, 2021) demonstrated that learners were more inclined to complete personalized training compared to a standard course. The authors also highlighted that the application of neuropedagogy was a catalyst for motivation. They highlighted factors favorable to training, such as reflection on the mechanisms underlying learning and the individualization of training. Thus, adapted and personalized training has a more significant impact on the emotional well-being of the learner, resulting in an increased investment in their learning.

A serious game to innovate in the training of industry personnel in the field of metrology.

Key 3: Positive emotions

Les émotions jouent un rôle-clé dans le processus d’apprentissage. Les neurosciences ont montré que les émotions positives, comme la motivation et le plaisir, stimulent la libération de neurotransmetteurs telle que la dopamine, favorisant ainsi la mémorisation et l’engagement. Digital training can harness this knowledge using techniques such as gamification. Indeed, the integration of fun elements integrated into lessons arouses positive emotions. For example, using virtual rewards, leaderboards, and challenges can make learning more engaging for learners.

The article “Neuropedagogy and serious games” (2019) revealed that learners exposed to gamification elements in training showed a significant increase in motivation and engagement, which led to better retention of skills. knowledge.

Serious game designed as a 3D guided game, following a procedure (step by step) for identifying urgent signs of seriousness.

Audacity and neuropedagogy for impactful and engaging training

Audace positions itself as a key player in the field of engaging digital training. With 25 years of experience, Audace offers solutions such as elearning, serious games and immersive learning. Using the levers of neuropedagogy applied to digital, Audace designs relevant tailor-made training courses meeting the needs of each company.

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References

  • https://colloque-lp21.sciencesconf.org/data/book_colloque_lp21_fr_Axe_5_RechercheFormation.pdf#page=35
  • https://revues.imist.ma/index.php/REINNOVA/article/view/34719
  • https://www.cp-formation.com/actualite/neuropedagogie-digital-learning-mix-booste-apprentissage/
  • https://www.institut-domi.ch/la-neuropedagogie-et-les-serious-games/
  • https://shs.hal.science/halshs-03138005/

Marketing digital training: Generating enthusiasm

Marketing digital training in advance of the system is essential to generate engagement, motivation and enthusiasm among learners, which leads to a more successful learning experience and more positive results. This is why Audace offers a support strategy to maximize the benefits of your training.

Why training marketing?

Marketing digital training upstream of the system allows you to capture the attention of potential learners before they even start the training. A well-designed marketing campaign inspires them to learn more and explore what training has to offer.

Then, it helps to motivate learners. Motivation is a key factor for learning success. By highlighting the benefits and skills they will gain through training, marketing can boost learners’ intrinsic motivation and encourage them to actively engage in the process.

In addition, marketing before the training helps reduce the dropout rate. One of the major challenges of online training is dropping out along the way. A well-planned marketing strategy helps reduce this rate by preparing learners for what awaits them and building their engagement from the start.

Marketing also allows you to personalize the experience. By presenting training in a way that resonates with learners’ individual needs, it creates personal interest. By highlighting specific benefits for the learner’s career, it makes the training more relevant and attractive.

In addition, marketing creates positive anticipation around the training. This results in a more favorable attitude when starting the course, which promotes a positive start.

To do this, Audace has put in place an effective system which of course adapts to specific contexts.

All the creations that follow are inspired by the serious game “Sasha” designed for Naval on the theme of cybersecurity.

Phase 1: An appetizer

It all begins with a carefully orchestrated appetizer, comparable to a suspenseful prelude. A pre-launch video aims to pique the curiosity of potential learners by partially revealing what is to come. A mere taste is revealed, fueling a sense of intrigue that compels one to find out more.

This first note of mystery aims to pique learners’ curiosity and arouse their interest, laying the foundations for what follows.

Phase 2: Concrete Overview to Arouse Interest

The curtain rises on the second stage where the focus is on deeper discovery. Through an elaborate trailer, future learners are offered a concrete exploration of the training to come. This trailer highlights the themes and educational objectives addressed through a synopsis, a common thread. The goal is to provide learners with an understanding of what to expect and engage them with engaging content.

Phase 3: Engagement through intrinsic motivation (or the highlight!)

We know that a motivated learner is more inclined to actively invest in their learning and to retain the knowledge acquired. Thus, the next step in our approach aims to arouse the intrinsic interest of operators, thus encouraging them to actively participate in the learning process.

The third stage therefore aims to enlighten operators on the tangible advantages of the learning system. This phase involves direct communication, through channels such as newsletters or emails. The aim is to present the specific skills that operators can acquire through training. The emphasis is placed on the direct relevance of the training for their professional development.

For further ?

Learner testimonials: To reinforce the appeal of the training, nothing beats testimonials from employees who have already benefited from the module or similar training. Published on the intranet or in a newsletter, these personal stories add a human and credible touch to the campaign. Learners can then identify with the successes of other colleagues, strengthening their confidence in the potential of the training.

Continued engagement through the training platform: To maintain engagement, interaction with questions and comments can be done both through the training platform forum. This approach creates an engaged learning community that can interact and share information seamlessly. This enhances the learning experience by creating a space where learners can discuss, ask questions and exchange ideas, contributing to a collaborative and engaging learning environment.

Rewards to boost participation: To reinforce motivation and reward participation, personalized goodies can be designed. These concrete rewards reinforce the feeling of accomplishment and belonging of the employees invested in the training.

With this global strategy, Audace offers much more than just digital training. It is no longer an imposed training course but a motivating learning process. Employees become engaged learners, ready to engage in training on their own.

Firefly: the AI ​​that is shaking up the world of graphic design

Adobe recently introduced Firefly, an artificial intelligence (AI) application that has quickly garnered significant interest in the graphic design world. However, to fully understand the impact of Firefly, it is essential to look at its features, its potential and the challenges it presents.

Firefly: visual generative AI

Firefly is an AI application with two tools that work using prompts, i.e. phrases and keywords. The first tool, accessible online, draws on the Adobe Stock catalog to generate images in response to specific user requests. The first tool, accessible online, The second tool is integrated into Adobe Photoshop and focuses on image retouching, allowing modifications such as adding elements, creating backgrounds, or even dressing models , again using prompts. relies on the Adobe Stock catalog to generate images in response to specific user requests.

Firefly’s goal is ambitious: to provide creatives with automated support for image generation and editing, which could significantly speed up workflows and boost creativity. However, after several tests, including by Audace graphic designers, questions about the effectiveness of the application emerged.

An AI that has limits

One of the main challenges of Firefly is that it does not take into account the subjective aspect of graphic creation. Indeed, visual creation often involves artistic choices, graphic orientations, responses to specific constraints (client, target, graphic charter), and a true artistic sense. Firefly, relying solely on prompts, cannot capture these sensitive aspects of graphic design.

Another notable drawback is the lack of customization. If two users request the same creation at the same time, the result will be identical. For example, an AI-designed garment may appear uniform, but design preferences vary from person to person.

In addition, although powerful, the integration of AI in Adobe Photoshop still has room for improvement. It does not always allow users to modify and refine the generated elements according to their needs, thus limiting their creativity.

Firefly creations of a 3D guided game in a hospital
Audace creation for digital training, a 3D guided game within an EHPAD

Firefly, an assistant for creativity

The ideal approach is to view Firefly as an assistant for creatives rather than an outright replacement. It can be used to generate basic visual ideas and concepts, which users then customize by changing colors, positions, sizes, textures, etc.

In conclusion, Firefly is an interesting innovation from Adobe that opens up new perspectives in the field of graphic design. However, its potential is not yet fully exploited, and challenges remain to make it even more useful to creative professionals. Reflection on how to integrate AI more flexibly into the creative workflow could enable more optimal use of this promising tool.

Safety at Parc Astérix: An Elearning quest for all Gauls

Parc Astérix has always strived to offer unforgettable experiences to its visitors while guaranteeing their safety. With this in mind, the park recently launched a major project through two e-learning courses. Its goal is to strengthen the skills of its staff, permanent and seasonal, in terms of safety at work. This initiative is part of a broader approach to developing internal training. It aims to support the growth of the park and to disseminate rigorous standards to ensure visitor satisfaction.

Strengthening security skills for the Gauls

Parc Astérix, a famous amusement park in France, collaborated with Audace to strengthen the safety skills of its staff, whether permanent or seasonal, through an e-learning program. Safety is a top priority for the park. This training is part of the development of internal training. The latter aims to support the growth of the park while disseminating safety standards to ensure visitor satisfaction.

Safety training in game mode: gamification at the amusement park

The training is divided into two distinct modules: “Workplace Safety” and “Fire Safety”. These elearning modules adopt a fun and interactive approach, including activities such as risk recognition, good practices, prevention, and alert methods in the event of an incident. Learners have two possible entries: “Managers” and “Co-workers”. Managers benefit from similar content, but with specific screens to make them aware of their role in the prevention policy within their department. Each module is completed in approximately 30 minutes. The total training therefore lasts a maximum of one hour, making it easy to integrate into daily activities.

In addition, the device has recently been improved to offer a more personalized experience. It is now structured around five distinct choices: “Catering and hospitality”, “shops”, “operations”, “maintenance” and “administrative”. Learners can now select the modules that interest them, rather than completing the entire program.

The system was designed as an immersive risk hunt Learners explore various environments in the park: shop, restaurant, attraction, workshop-maintenance and office. Each environment offers activities and quizzes to discover various risk categories: height, handling, machine, traffic, chemical and physical.

At the end of the learning, participants develop an awareness of issues related to safety at work. They also acquire a solid foundation in safety. This includes both aspects of work safety and fire safety.

In addition, it complements on-the-job training. Internal trainers and managers can thus improve the skills of their teams.

One of the main objectives is to reduce the number and severity of workplace accidents, while promoting the creation of a safety culture within the organization.

Discover the other projects carried out for Parc Astérix

SNCF is putting its operators on the safety rails!

SNCF is a major player in rail transport in Europe. The Group attaches paramount importance to the safety of its employees and its infrastructure. This is why it recently collaborated with Audace to develop a comprehensive security training pack. The latter aims to raise awareness among SNCF employees of a series of potential risks. These range from building hazards to terrorist threats.

Training 1: Risks linked to buildings

Intended for new managers and technical experts, this training sheds light on the dangers of infrastructure such as asbestos or fires. This 1.5 hour interactive elearning module allows you to explore the “SNCF city” and its 10 major risk categories. Interactive modules ensure learner engagement and understanding through concrete illustrations.

The objective: identify and prevent risks, master regulations and ensure safety during interventions, offering a dynamic learning experience.

Training 2: Overall security

This section deals with security across the entire SNCF network in three modules: the Vigipirate plan, the management of malicious acts and the key security players. Intended for SNCF Sûreté operators, it includes exercises, quizzes and concrete examples, for informative and practical training. The immersive approach prepares participants to act in the face of various threats and actively engages them in learning.

Training 3: Terrorist risks

In view of the Rugby World Cup and the next Olympic Games, the SNCF is strengthening training against terrorist actions. This elearning training, made up of four modules, adopts a dual approach: learning and teaching. Employees, once the knowledge has been acquired, are encouraged to share it. The final module, inspired by the Olympic Games with visual elements such as the Olympic rings and varied settings, strengthens information retention and motivates participants.

*SNCF is therefore mobilizing to provide its employees with the tools necessary to face a multitude of risks, thus strengthening the security of its entire network while offering a fun and engaging training experience.

Discover the other projects carried out for the SNCF