Elearning, Serious Game or Immersive Learning VR: How to choose the right learning modality?

How do you determine the best approach to meet your educational goals? . Discover the advantages and disadvantages of each learning modality And maximize your learners’ engagement and retention.

Why participate?

  • Discussions with Jérôme Poulain, our associate director, on the essential criteria.
  • Exploration of the specificities of elearning, serious games and immersive learning.
  • Live answers to your questions for tailor-made advice.

Targeted for training and HR experts. Get the keys to wise learning choices.

Transform your vision of training!

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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

Cybersecurity: elearning in the light of Matrix for Match Supermarkets!

Module RGPD de l'elearning réalisé pour Match inspiré du film Matrix. Fond vert avec lignes de codes et personnages à la tenue noire Matrix

In 2022, successful cyberattacks in France represented a cost of €2 billion. To counter this threat, Match Supermarkets, in collaboration with Audace, have developed an e-earning module focused on cybersecurity. The module also includes guidelines relating to the General Data Protection Regulation (GDPR). This program aims to equip each employee with best practices to defend the integrity of the company and data confidentiality.

Protecting the digital world of Match Supermarkets

Today’s digital landscape is riddled with potential threats, from common cyberattacks to increasingly strict data protection laws. Supermarchés Match has recognized the need to educate its employees about good practices in this area. The challenges for the company are significant: protection against cyberattacks, safeguarding employee and customer data, and raising awareness of the rights to disconnect.

Training is not limited to a simple accumulation of knowledge. On the contrary, it is inspired by the cybernetic universe of the film Matrix to make learning even more fun. Indeed, the background, the setting and even the characters are directly inspired by the Matrix film. The learner is thus immersed in a virtual universe where he must learn the rules of cybersecurity and the GDPR.

Dive into the Cybersecurity Matrix: master the codes and GDPR

SynopsisRemember The Matrix, a dystopian film in which machines keep human beings asleep in tanks to steal their vital energy, while their minds are immersed in a virtual simulation known as… The Matrix.

Audace then draws inspiration from this universe to challenge the learner. That of mastering cybersecurity codes so as not to lose against machines. In addition, he must acquire in-depth knowledge of the GDPR to anticipate risks and attempts at corruption!

Cybersecurity training in 3 stages

The elearning is divided into three modules with a total duration of 25 minutes. It is also structured in short segments of 1 minute 30 minutes, allowing easy integration whatever the schedule. Finally, it presents itself as an essential guide for evolving peacefully in today’s digital world.

  • The first module focuses on cybersecurity. It exposes learners to common threats like phishing or ransomware. It thus highlights the multiple consequences of a cyberattack.
  • The second module, for its part, focuses on the GDPR. It dissects the regulation, its objectives, and the optimal management of personal data.
  • The last module, for its part, focuses on the internal protocols of Supermarchés Match. It trains employees on the best digital defense strategies.

At the end of this training, participants will have acquired solid skills. This ranges from understanding cybersecurity issues to mastering legal obligations, including in-depth knowledge of the GDPR.

. Supermarchés Match strives to establish its employees as guardians of cybersecurity and data confidentiality, while offering them a memorable learning experience through the Matrix universe.

Discover the other projects carried out for Match Supermarkets

Towards better fire prevention at Generali France

Page de présentation du module elearning sur la sécurité incendie chez Générali

Wishing to update and optimize its online training module relating to “Fire Safety” – training renewed every two years by its employees – Generali France has chosen to collaborate with AUDACE. The initiative aims to raise awareness of fire risk and related safety procedures, with a particular focus on the role of First Intervention Team Members (PPE).

Interactive digital training in fire safety: Simplification and Immersion for All

The device, lasting approximately twenty minutes, simplifies the understanding of a complex subject by making it accessible and clear for all learners. By immersing them in a realistic environment inspired by their company’s premises, it promotes their immersion and their understanding of situations related to fire safety. The concrete scenarios and real elements integrated into the program allow a more effective assimilation of vital knowledge (for example: fire starting from objects actually existing within their premises).

The interactive module thus offers complete training to learners. It aims in particular to standardize the training of all employees while introducing a specific component for PPE. In addition, this training, although mandatory, is flexible. Accessible at any time, it allows learners to progress at their own pace. It offers interactive educational content. This encourages engagement by including visual elements, MCQs and drag-and-drop activities. Employees also have the option to save their progress. They can therefore resume training at any time.

Learn, understand, know: Strengthen prevention

In conclusion, this digital training significantly contributes to strengthening fire safety within Generali by allowing learners to:

  • Identify the nature of the fire, its triggering modes and its phases
  • Recognize types of fire and appropriate extinguishing media
  • Understanding the spread of fire and its consequences
  • Know alert procedures and emergency call numbers
  • Know how to evacuate safely
  • Recognize assembly points
  • Adopt appropriate behavior in the event of a fire

This elearning program stands out for its participatory approach. Throughout the module, learners are immersed in an active experience with interactive elements that make it easier to retain vital data. A voice-over guides the learner by animating the digital landscape, where objects appear and disappear to the rhythm of the explanations. This constant prompting, via clickable elements or questions, reinforces the educational effectiveness of the module.

Digital learning for health

A specialist in two worlds, industry and health, Audace created the very first serious game Florence, dedicated to the nursing world in 2013. Training in the blood transfusion process, he was awarded the FEHAP Innovation Prize…

Following this first success, the agency continued its commitment to the world of health. She has created numerous tailor-made devices for several GHT, CHRU, CH and Group of Clinics… 

As part of a public service delegation, Audace is also responsible for marketing the training modules of the EFS, French Blood Establishment.

Today, Audace is therefore able to offer you:

  • EFS training modules;
  • Florence elearning modules or serious games dedicated to nursing care;
  • Tailor-made modules that adapt to each specific request.

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Secumat 2.0 Update for SNCF: VR training on the right track

In 2020, La Fabrique AR/VR de la SNCF introduced a virtual reality training application called “Secumat”, dedicated to crew on double-decker TGVs. It covers three essential areas of safety: preparation before departure, management of anomalies indicated by codes and the procedures to follow when stopping in the middle of the track.

VR training covers each topic via 10-minute interactive modules. However, with technological developments, an update of Secumat was necessary. The adaptation of the application for wireless VR headsets being a particularity of this update. The SNCF has mandated the Audace company to accomplish this task!

Code Restructuring for a Better Experience

Therefore, before making ergonomic adjustments, Audace restructured the code and 3D scenes of the Secumat application. Previously, all scenarios were managed in a single manager, while 3D environments were brought together in a monolithic scene. Audace created a main manager bringing together the function and interaction libraries, separated the 3D environments and developed separate scenarios using the resources.

This approach therefore improves the readability, understanding, scalability and robustness of the code. It also facilitates testing, debugging and maintenance of the application and optimizes performance when used on a standalone headset.

Optimization of 3D performance of VR training

The move to a standalone version of the Secumat application also involves graphic optimization work to guarantee a fluid and immersive experience. To do this, a reduction in the number of polygons, a reduction in the resolution of textures and optimization of lighting are made. At the same time, the team integrated a mechanism for displaying/disappearing 3D elements out of the user’s reach in order to limit visual degradation. These changes ensure a smooth user experience, especially on standalone headsets such as the Quest 2.

Transformation of interfaces for complete autonomy

Another major development concerns the transformation of the application interfaces for direct use from the standalone headset. All actions previously carried out from the trainer’s PC must in fact be carried out in the VR headset. Learners have the option of using the different training modules in guided mode or completely independently.

SNCF_VR_Secumat (4)

Quality assurance and user testing

To guarantee a smooth user experience, the Audace team has implemented a rigorous methodology based on internal testing and then with real end users. Good ergonomic development practices make it possible to anticipate potential problems when designing educational scenarios. Tests carried out by users external to the project make it possible to detect problems with the clarity of instructions and playability.

Creation of a tutorial for optimal VR training

In order to help new VR users, Audace has developed a tutorial using a 3D scene of the project to present the operations encountered during the educational scenarios. This tutorial provides learners with a better understanding of the application’s interactions and mechanics.

SNCF_VR_Secumat (2)

Other VR training improvements

Other improvements include the addition of a “help” menu to access instructions at any time, highlighting interactions, the ability to rotate the camera, improved guidance functionality, simplifying access to menus via the VR interface and anchoring documents in the environment for better readability in VR.

Discover our other digital training for SNCF

Surpassing the limits of Storyline: a challenge overcome!

E-learning module creation tools have become essential for multimedia instructional designers. Articulate Storyline is one of these widely used tools. However, despite its advanced features, Storyline has functional limitations that can hinder creativity and prevent meeting specific demands. In this context, pushing the boundaries of Storyline is crucial to providing more immersive and personalized learning experiences.

Audace pushes the boundaries of Storyline.

In the field of creating online training, Articulate Storyline has become one of the most popular tools. With its intuitive interface, reminiscent of Microsoft Office software, particularly PowerPoint, Storyline enables the creation of simple and linear training modules. However, like any tool, it has functional and creative limitations.

Leveraging its expertise in custom e-learning development, Audace has been able to surpass the functional limitations of Storyline and provide tailored solutions that meet the specific needs of each project. To achieve this, Audace developers use the JavaScript programming language.

Example: It is not possible to send a score of 100% to the platform without an integrated assessment quiz within the module. To address this, you can connect to the SCORM API using a JavaScript command executed on the final screen of the module and call the “cmi.score.raw” command, assigning it the value “100”.

Other limitations of Storyline have also been overcome. For example, the issue of not being able to automatically hide the close button of an automatically generated lightbox, which prevents the use of a custom button created by the integrator, has been addressed.

Similarly, Audace has addressed requests such as “displaying the current date on the module’s homepage” and “integrating a PDF file within a screen rather than opening it in a new browser tab.”

Audace and its "out-of-the-box" approach

Among other challenges: streaming 360-degree videos. While Storyline allows for displaying 360-degree images and creating immersive journeys, it does not natively support streaming 360-degree videos. However, it is possible to load a 360-degree video into a lightbox using the JavaScript library three.js.

Finally, creating multilingual modules is also a challenge that training designers may face. Automatically translating buttons such as “next,” “previous,” and “exit,” as well as the module’s table of contents, requires integrating all these elements directly into the screens rather than relying on Storyline’s default settings to manage them automatically.

Although Articulate Storyline is a valuable tool for creating e-learning modules, it is not without its limitations. However, with an innovative approach and the right technical skills, it is possible to overcome these barriers. Audace is at the forefront of providing more creative and high-quality training with its “out-of-the-box” approach.

Apple Vision Pro / Meta Quest 3: Clash of the Titans?

Virtual and augmented reality are rapidly growing technological fields. They offer immersive experiences and transform the way we interact with the digital world. In this context, Apple and Meta have recently announced their new virtual and augmented reality headsets: the Apple Vision Pro and the Meta Quest 3. Both products are generating significant interest among technology enthusiasts and users seeking high-quality virtual experiences. Let’s take a closer look at the features and functionalities of each headset. Which one will provide the best user experience?

Tech Showdown: Analyzing the Specs of the Apple Vision Pro vs. Meta Quest 3!

The highly anticipated showdown between the Apple Vision Pro and the Meta Quest 3 promises to be epic. Both augmented and virtual reality headsets are generating significant interest among enthusiasts of immersive technologies. While the Apple Vision Pro was introduced at WWDC23, the Meta Quest 3 was (partially) revealed in anticipation of Apple’s announcement.

The Apple Vision Pro stands out with its innovative approach, avoiding the conventional VR and AR jargon. During its presentation, Apple focused on the Vision Pro’s value proposition, its concrete benefits, and what it “will bring to our lives.” Apple describes its headset as the first “spatial computer,” suggesting a long-term vision to overlay applications directly onto the user’s field of vision, thus transforming how we interact with technology. Additionally, the Apple Vision Pro features a sleek design and benefits from the Apple ecosystem, providing users with immediate access to a wide range of applications and services.

On the other hand, the Meta Quest 3 promises a significantly enhanced standalone virtual reality experience. Although its official presentation is scheduled for late September, some information has already been leaked. The Meta Quest 3 focuses primarily on gaming, offering a wide range of VR games and applications. It features high-precision spatial tracking, allowing users to move freely within a virtual environment. However, the technical specifications and features of the Meta Quest 3 have not yet been fully detailed, making it challenging to make a thorough comparison with the Apple Vision Pro.

A victory for Apple headsets in terms of power and performance?

In terms of power and performance, the Apple Vision Pro is leading the pack. It is equipped with two processors: the Apple M2 for computational power and operation execution, and the Apple R1 dedicated to integrating and processing data from the headset’s numerous sensors. In other words, the Apple R1 acts as the “brain” of the virtual reality headset. This ingenious architecture enables the Vision Pro to deliver top-tier performance, surpassing many other VR headsets available on the market. Additionally, it features a multitude of sensors, including main and TrueDepth cameras, a LiDAR, downward and side-facing cameras, infrared illuminators, and infrared cameras for eye tracking, among others. These advanced sensors allow for natural interactions using hands, gaze, and voice, providing users with an immersive and intuitive experience.

In comparison, based on the available information, the Meta Quest 3 is expected to feature two RGB camera modules for improved pass-through, enhancing the real-world view from the headset, as well as a depth sensor and dedicated tracking sensors located at the lower corners of the mask. While these features are solid, they appear less advanced than those of the Apple Vision Pro.

Apple Vision Pro vs. Meta Quest 3: The Quest for the Best Deal!

Another important aspect to consider is the price. The Apple Vision Pro is positioned as a premium product, with a launch price of $3,499 for the U.S. market. In contrast, the Meta Quest 3 is expected to be available at a more affordable price of $500. This significant price difference could heavily influence consumer purchasing decisions, as not everyone may be willing to invest a substantial amount in the Vision Pro, even though it offers advanced features.

The showdown between the Apple Vision Pro and the Meta Quest 3 is shaping up to be captivating. The Apple Vision Pro stands out with its innovative approach, cutting-edge performance, and seamless integration with the Apple ecosystem. On the other hand, the Meta Quest 3 will offer a standalone virtual reality experience focused on gaming. While the Apple Vision Pro appears to surpass the Meta Quest 3 in terms of technical specifications and advanced features, its high price could be a deterrent for some consumers.

Multiplayer serious games are on the rise.

One of the major strengths of multiplayer serious games is their ability to promote collaborative learning. Multiplayer serious games provide a platform where players are encouraged to share knowledge, collaborate in decision-making, and join forces to solve complex problems. This group dynamic, inherent to the multiplayer mode, creates a rich environment for learning.

Beyond this collaborative aspect, games also serve as training grounds for interpersonal skills. Players are often placed in challenging situations that require negotiation, persuasion, or conflict management. Each interaction, each decision made within the game can help refine these essential skills for the real world.

Example: “Formation managers,” a serious game developed for Keolis, where each manager plays their own role, and their actions impact their own performance indicators. These actions also affect those of their colleagues and the entire organization. The objective of the experience is to implement the knowledge acquired during a week-long seminar to create a cohesive, united group of managers who prioritize the development of the company and the success of its projects over their personal ambitions.

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The game to foster engagement.

Engagement is at the heart of multiplayer serious games. The mere act of interacting with other participants and tackling challenges together creates a sense of belonging and strengthens each person’s involvement in the learning process.

The application of multiplayer serious games has expanded to many fields. Their versatility is undeniable. Whether in the healthcare sector, to train medical teams to collaborate in emergency situations, in education, to make learning math or history more interactive, or in the professional world, to develop leadership skills.

Example 1:La table de Marie“: an implementation of knowledge management in the restaurant industry for SKEMA Business School.

Example 2: “Down by the Sea“: a serious game in environmental economics developed by Audace for the Institut Montpellier SupAgro and the University of Montpellier.

Objective: To be able to manage a fishery while considering economic criteria for resource management and competition among stakeholders in the industry.

When VR joins multiplayer simulations

Today, it is now possible to develop multiplayer simulations in VR. Learners can train in collaborative missions in VR before experiencing them in the real world. They must learn to respond to positive and negative inputs from their colleagues. They also need to manage risks, implement countermeasures, and more—all in a safe environment!

Example: “Halle 4.0”: Learners are immersed in a virtual environment replicating an active logistics hall. The instructor can also accompany them through the experience. Trainees can thus practice collaborative missions in VR before experiencing them in the real world.

Thus, multiplayer serious games are shaping a new dimension in educational and professional approaches. They combine technology, collaboration, and active learning. As the digital age progresses at a rapid pace, these games are emerging as valuable tools. They are relevant not only for education but also for skill enhancement and preparation for real-world challenges.