Match Supermarkets – Cybersecurity and GDPR Elearning

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 elearning 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 the confidentiality of data.

Device

The training consists of three modules of 10 to 15 minutes each. Learners also have the flexibility to save their progress at any time and pick up where they left off. The modules are designed to raise employee awareness of best practices in cybersecurity, personal data protection and work-life balance.

Pitch: Remember the film Matrix, this dystopian film, where machines keep human beings asleep in boxes to steal their vital energy, while their minds are immersed in a virtual simulation known as… The Matrix.

Audace is inspired by this universe and challenges the learner to master the codes of cybersecurity so as not to lose against the machines. In addition, he must acquire in-depth knowledge of the GDPR to anticipate risks and attempts at corruption!

Content

The training is divided into three modules, each designed to explore essential aspects of cybersecurity and GDPR:

  • Module 1 – Cybersecurity – Cyber ​​Risk: In this first sequence, learners are introduced to risks and security in cyberspace. Common threats, such as phishing and ransomware, are presented. Through interactive simulations, participants discover the consequences of a cyber attack.
  • Module 2 – GDPR: This sequence is dedicated to the GDPR. The objectives and principles of the GDPR are explained in detail. Les apprenants apprennent les bonnes pratiques pour assurer la conformité avec cette législation stricte, garantissant ainsi le respect des droits des individus concernant leurs données personnelles.
  • Module 3 – Match Best Practices in Cybersecurity and Data Security: This last module focuses on the specific internal protocols of Match Supermarkets. Learners discover the best digital defense strategies specifically tailored to the business environment. Topics such as the safe use of professional equipment, individual roles and responsibilities, and the unique challenges posed by teleworking and nomadism are covered in detail.

Target

This training is aimed at all Supermarchés Match employees. The elearning is therefore suitable for everyone regardless of their position or their level of cybersecurity skills.

Technical solution

The training is accessible online via a Digital Learning platform. Additionally, it is compatible with popular web browsers and mobile devices. The learner can therefore resume their training at any time.

Pedagogical objectives

The objectives of the training are as follows:

  • Understanding cybersecurity issues
  • Know how to identify and analyze digital threats
  • Apply best practices to protect yourself
  • Understanding the challenges of GDPR
  • Know the responsibilities and sanctions in the event of a personal data breach
  • Comply with obligations relating to personal data
  • Secure the handling of personal data
  • Know the regulations on the right to disconnect

Pedagogy and innovation of digital training

The training is inspired by the world of the film “Matrix”, making learning fun and engaging. Learners evolve in a virtual environment, inspired by the film, where they must master cybersecurity and GDPR rules.

Discover our other digital training courses in cybersecurity and GDPR

Generali – Fire Safety

Wishing to update and optimize its digital 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 risks and related safety procedures, with a particular focus on the role of First Response Team members.

Device

This training was designed to simplify a complex subject and make it accessible to all learners. It immerses participants in a virtual environment inspired by Generali premises. This element promotes their immersion and understanding of situations related to fire safety.

Concrete scenarios and real elements integrated into the program facilitate the assimilation of knowledge. For example, learners will be able to observe a fire starting from objects actually present in their premises.

Content

This training module offers comprehensive educational content. It covers in detail the essential aspects of Fire Safety. Thus, the training, lasting 20 minutes, takes place in several clear stages, in particular:

  1. Introduction
  2. Fire Safety: This section explores in depth the fundamental aspects, such as the fire triangle, the phases of a fire, the effects of combustion gases and prevention measures.
  3. Evacuation: Learners are guided through the crucial steps of company evacuation, the role of each employee, reading evacuation plans, specific instructions, and special considerations for employees with disabilities.
  4. Final assessment quiz
  5. Conclusion

Target

This module is aimed at all Generali employees, with particular emphasis on First Response Team members.

Technical solution

The training module consists of 15 to 17 screens, each lasting a maximum of 1 minute 30 minutes. Learners also have the option to save their progress and resume training at any time.

Pedagogical objectives

The objective is to strengthen fire safety within Generali by raising employee awareness of potential risks. It also aims to standardize the training of all staff while integrating specific elements for First Intervention Team members.

More concretely, it allows 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

Digital training pedagogy

This elearning program adopts a participatory approach. Interactive and visual elements, multiple choice quizzes (MCQs) and drag-and-drop activities encourage participant engagement. The module is designed to promote knowledge retention in an effective and dynamic manner.

In addition, a voice-over guides learners throughout the module by animating the digital landscape.

Game mechanics

Finally, the main asset of the digital training is the settings directly inspired by Generali’s premises. Learners thus find themselves in a familiar environment. They then benefit from a deeper understanding of situations related to fire safety. They can, for example, observe a fire starting from objects actually present in their premises.

Discover our other digital training courses in fire safety

GRDF – Elearning “Complaints”

Every year, GRDF, manager of the natural gas distribution network in France, faces a significant flow of complaints. To guarantee the satisfaction of its 11 million customers, it is crucial to properly manage the complaints processing process: from their identification to the relevant response including possible compensation.

Device

In partnership with GRDF, Audace has designed fun e-learning training. It is intended to improve the skills of teams dedicated to processing complaints. This training is deployed in the form of three distinct modules. Each covers a crucial step in the claims management process.

Content

The training consists of three modules, namely:

  1. Complaint: Identify and record a complaint in the dedicated software.
  2. Analysis and Response: Analyze the claim, formulate an appropriate response and determine adequate compensation if necessary.
  3. Compensation: Determine the right level of compensation and correctly enter the associated details.

Technical solution

The system is accessible online and relies on creation tools such as Storyline and the Audace Framework. 2D and 3D animations, consistent with the GRDF graphic charter, bring a dynamic and immersive touch to the training. Animations can be synchronized with voice-over for a more engaging experience.

Educational objectives of the “Complaints” elearning

Ultimately, learners must be able to:

  • Identify, record and track a complaint
  • Analyze a complaint and propose an appropriate response
  • Determine the appropriate level of compensation and enter the associated details

Strategic issues

With nearly 10,000 complaints annually, GRDF must ensure efficient processing to maintain customer satisfaction. The system responds to the crucial need to control the complaints processing process, thus strengthening brand image and customer confidence.

Digital training pedagogy

The training is based on a fun scenario based on the myth of Ariadne and the Minotaur. The maze represents the complaints handling process, while the breadcrumbs symbolize the guidance tool for customers. This concept reinforces the assimilation of complex concepts thanks to a narrative and interactive approach.

Learners are challenged to master each step of the claims handling process, from identification to compensation. They must develop analytical, communication and problem-solving skills to provide adequate answers and solutions.

Game mechanics

The scenario of the myth of Ariadne and the Minotaur creates a playful dimension by encouraging learners to progress through the labyrinth of claims. Defeating the “Minotaur” represents the ability to adequately analyze and respond to complaints, while the “treasure” symbolizes customer satisfaction after effective treatment.

Orano – “Iclarec II” VR

Device

Iclarec II VR is a virtual reality (VR) training solution developed for Orano DS. This initiative trains operators to vacuum up migrating bodies at the bottom of a nuclear pool.

Content of the Iclarec II digital training

Iclarec II VR offers immersive training for operators. It makes it possible to simulate the suction of migrating bodies at the bottom of a nuclear pool. The functions of the Iclarec II include the clarification of swimming pool water and the suction of waste. Additionally, operators are trained through multiple scenarios. Each scenario represents a specific stage of the activity of suction of migrating bodies at the bottom of the pool.

Technical solution of Iclarec II

The operators uses a virtual suction cane. TheVR environment, for its part, faithfully reproduces a 900 MW type reactor building. Realistic immersion is enhanced by avatars equipped with personal protective equipment (PPE) that complies with safety regulations. Control of the Iclarec II is carried out with a boom held by the learner, providing haptic feedback for an increased immersive experience. The latter was designed to be as close as possible to the pole used in reality.

Educational Objective

VR training therefore allows operators to acquire the skills necessary to vacuum up migrating bodies at the bottom of a nuclear pool in an efficient and safe manner. Several criteria must be met to accomplish the mission successfully. Indeed, learners must master the procedures, handling the pole and managing hazards.

Teaching with Iclarec II

The device is based on detailed simulations and realistic scenarios. They highlight the precise manipulation of the suction pole and the resolution of maintenance-related problems. Built-in teleporters make it easier to move around virtual environments, enhancing the immersion and learning experience.

Test & Evaluation

At the end of the digital training, learners acquire specific expertise in vacuuming waste in nuclear swimming pools. They must follow the procedures step by step, and manage the various possible hazards such as pump flow.

Discover the other digital training courses carried out for Orano

SNCF – VR Sécumat application

The SNCF AR/VR Factory introduced “Secumat” in 2020, a virtual reality training application 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. However, with technological developments, an update of Secumat was necessary. A special feature of this update was the need to adapt the application for wireless VR headsets. SNCF mandated the Audace company to accomplish this task.

Device

The Secumat application is a virtual reality (VR) training solution designed for crew on 2-decker TGVs. This application aims to improve the skills and knowledge of employees in terms of pre-departure verification, fault code management and mid-lane stopping.

Content

The Secumat application is made up of three distinct themes, each including several training modules of approximately 10 minutes:

  1. Pre-departure check: 2 modules
  2. Fault code management: 6 modules
  3. Stopping in the middle of the track: 2 modules

The goal is to provide an immersive and interactive experience that allows learners to familiarize themselves with essential procedures in a practical and efficient manner.

Technical solution

Audace has restructured the Secumat application. Instead of a single manager for all scenarios and a monolithic scene for 3D environments, a main manager was created for functions and interactions, with separate scenarios calling on these resources. This restructuring remore adable, scalable and robust code, facilitating testing and maintenance, and optimizes performance for standalone headsets.

Educational Objective

The training aims to improve the skills of crew on 2-decker TGVs in terms of pre-departure checks, fault code management and stopping in the middle of the track. It promotes safe and efficient operations.

Strategic issues

The update of the Secumat application demonstrates SNCF’s commitment to the training of its cabin crew. This results in more secure operations, increased performance and improved customer satisfaction.

Pedagogy

The application incorporates immersive and interactive scenarios, providing learners with the opportunity to practice procedures in a realistic virtual environment. Code restructuring, 3D optimization and interface improvements aim to create a smooth and intuitive learning experience.

Assessment of improvements

  • Restructuring the code for optimal organization
  • 3D optimization to ensure smooth performance
  • Transformation of interfaces for autonomous use in VR
  • Interactive tutorial to guide learners
  • Improved instructions and docked display for support
  • Interactive highlighting with haptic feedback
  • Ability to rotate the camera for a better view
  • Improved guidance feature for better experience
  • Simplified access to menus via the VR interface
  • Flexible error handling for a smooth user experience
  • Anchoring documents for optimal readability in VR

Test & validation

Audace follows a rigorous testing approach, involving internal and external users to ensure a flawless user experience. Ergonomic methods and tests in real conditions ensure optimal quality of the application.

Orano – “Waste Sorting” VR

Orano DS is responsible for waste management at numerous nuclear sites, particularly at the following three sites: Cadarache, La Hague, and Tricastin. The company aimed to develop VR training modules dedicated to waste management, with the objective of training operators in performing technical tasks.

This is how Audace designed a multi-site application with scenarios specific to each nuclear site. This application allows for the training and awareness of individuals in nuclear waste management and sorting. Ultimately, operators will be able to master the entire activity within ORANO and EDF sites.

Digital training content

The training consists of several scenarios, each corresponding to an activity present on a nuclear site.

Some examples of existing exercises include:

  • Radiological characterization: operating the contamination monitors, connecting the probes, functionality check with a source…
  • Packaging and sorting of waste inside and outside the containment area: waste packaging, performing a radiological characterization on the waste…
  • Filling a drum by docking: packaging a list of waste items
  • Discharge of waste through a bag ring: checking for contamination of the sleeve, inspecting impurities, welding…
  • Verification of packages before evacuation: identification, packaging, labeling…

Device

The environments of the three Orano nuclear sites are modeled in VR with their specific features. The modules are then integrated, taking their characteristics into account.

Regarding the modeled environment, the training activities take place within several facilities:

  • Cold locker,
  • Maintenance workshop
  • Waste sorting station

These are designed by integrating radiological conditions distributed via interpolation from the hot spot. Finally, to make the experience more immersive, the overall graphics are as realistic as possible. Environments, handling, texture and lighting effects have been modeled from site photos to be as close to reality as possible.

Gameplay

Within each scenario, the learner has freedom of movement. They can navigate throughout the environment of the rooms and airlocks, access scaffolding, and use various equipment. They can also select waste bags and personal protective equipment (PPE) according to radiological and safety risks.

The challenge for the learner is to complete their tasks safely.

  • Example 1: Check the scaffold’s compliance by verifying the reception sign.
  • Example 2: Measure the dose rate using a “Dolphy” radiometer on each waste or on the waste bags.

The trainer can trigger incidents during the simulation to test the learner’s response: dose alarm, lack of oxygen, depressurization system failure, presence of metals in the waste bags.

Pedagogical objectives

Under the supervision of a trainer, the main objectives of this application are to train operators in the various aspects of waste sorting in a nuclear environment in order to learn:

  • To use various dose rate measurement devices,
  • To collect and handle different types of waste present in nuclear environments
  • To label certain nuclear waste storage containers

In each scenario, the learner must complete specific missions. Throughout the session, their objectives are recorded and summarized in a PDF file detailing their progress. Therefore, in this application, there is no formal evaluation phase; success is based on the learner’s ability to achieve the objectives.

The ultimate goal is for the learner to be able to perform the activity in real conditions while adhering to the instructions of the nuclear sites.

Pedagogy of the "Waste Sorting" Application

The VR training allows for better training of Orano employees:

  • On one hand, employees can see and interact with nuclear environment concepts in a realistic virtual setting, which can help them better understand and retain the information taught.
  • On the other hand, they can make mistakes in the virtual environment without real-world consequences, which can help them learn more quickly and safely.

Finally, there is no need to prepare a room with waste to sort or to bring in machines for the training. This is a safe and educational alternative for training employees while saving on financial, human, and logistical resources (no need to move machines or prepare a training area).

Discover the other digital training courses carried out for Orano

RTE – Elearning PSR

During the year 2022, RTE aimed to strengthen the training of its teams on psychosocial risks (PSR) and the codes of conduct established within the company. The electricity network manager has chosen to address these subjects via two gamified elearning modules which he has entrusted to Audace to produce. On this occasion, our teams did not hesitate to push the limits of Storyline to offer an original educational journey!

Device

The e-learning PSR offers an innovative approach to raise employee awareness about psychosocial risks. Through comic strip-style scenarios, learners are immersed in stories that help them understand and retain key points related to PSR. In this setup, learners are at the heart of an imaginary trial, taking on the role of the defense lawyer. They face other courtroom actors, such as the prosecutor and the judge, while studying the company’s code of conduct rules.

Pitch : Would you be able to argue before a ruthless court regarding good conduct? Could you be a true hero in the field of psychosocial risks? And what if the key was in your hands? Answer in these new generation comics!

Digital training content

The training covers various aspects related to psychosocial risks, such as anxiety, harassment, and addictive behaviors. It includes 6 modules. Through staged examples, learners discover in a playful way the risks and the behaviors to adopt to prevent them. Immersed in an original scenario, learners are active participants in their own learning.

The training is aimed at all employees and managers of RTE, including interns and apprentices. Learners come from diverse backgrounds. They need to understand the rules of conduct and act accordingly.

Finally, the learner can complete a formative assessment at the end of the training. Based on the results, recommendations are made to review certain parts of the training. Additionally, the system complies with the WCAG Level A accessibility standard for hearing impairments.

Technical solutions

The system uses a graphic style inspired by the manga universe, providing a unique visual identity to the training modules. The 2D illustrations, dialogue bubbles, and overall narration create an experience that generates positive emotions for the learners.

Pedagogical objectives

  • Explain the concept of psychosocial risks
  • Identify psychosocial risks and their consequences
  • List the types of psychosocial risks and identify their causes
  • Detect and explain the consequences of psychosocial risks on employees and learn how to respond to them.
  • Explain the levels of prevention for psychosocial risks.
  • Identify the stakeholders and mechanisms for addressing psychosocial risks.

Pedagogy

The training adopts the “choose-your-own-adventure” book model. Learners progress through the training based on the choices they make, creating an interactive and personalized experience. Game mechanics include the use of a bonus-malus gauge based on the learner’s choices, which influences their user experience. This innovative approach enhances engagement and knowledge retention.

SNCF – Elearning GDPR

Understanding the GDPR (General Data Protection Regulation), its principles, and the obligations and procedures it imposes for compliance can sometimes be challenging.

SNCF wanted to offer its executive employees, who are not familiar with legal issues, e-learning in order to increase their skills on the subject and acquire the right reflexes as soon as personal data processing is implemented. This e-learning training allows you to understand and memorize the fundamentals of the GDPR law to implement best practices within the Group.

Device

The training consists of a core curriculum (approximately 40 minutes) comprising 6 chapters:

  • Introduction to the RGPD:
  • Définitions et traitement des données à caractère personnel:
  • The actors of the RGPD:
  • The principles to be followed
  • Documenting and proving compliance.
  • Quiz

Seven specific elearning modules of 20 minutes on average also make up the training:

  • Purchasing function
  • HR function
  • Communication / Marketing function
  • Video surveillance / Video protection function
  • IT Department function
  • On-board staff function

Pitch: “Imagine yourself traveling aboard the RGPD Express train. Samuel, the conductor, asks for your personal ticket to access your seat. But when you arrive at your seat, your ticket is gone… You alert the conductor; this could be serious! The ticket may contain personal data… But do you actually know what personal data is?”

Technical solution

The e-learning allows learners to progress through the content at their own pace. The solution includes features for tracking and validating knowledge, with the issuance of a diploma. Monitoring indicators are also available.

Educational Objective

The training enables employees to enhance their skills in personal data protection and to acquire best practices for implementing personal data processing. It raises participants’ awareness of GDPR issues, educates them on the principles to follow, and equips them to document and demonstrate their compliance.

Strategic issues

The solution meets the strategic needs of SNCF regarding GDPR compliance. It enables each employee to become an active participant in personal data protection within the company. The technical solution provides the flexibility required to create customized training paths based on the various jobs and activities within the SNCF group.

Pedagogy

To make the training more engaging and enhance retention, Audace has chosen a playful and creative approach. Learners are immersed in a railway-themed environment, with storytelling inspired by the “Orient Express” crimes. Real-life case studies are integrated, presented as reviews of sensitive files, to illustrate the concrete implications of GDPR. Interactive quizzes are embedded throughout the course to reinforce learner engagement and raise awareness of the risks associated with data loss.

Gamification is also present in the training, with stimulating game mechanics. Learners are encouraged to advance in their learning by accumulating points, earning rewards, and unlocking levels. This approach enhances participant engagement and motivates them to continue exploring more advanced modules of the training.

Discover our other digital training programs created for SNCF

Manitou – E-learning “The 10 Golden Rules of Safety”

Présentation au travers de divers écrans (PC, tablette et portable) du contenu de la formation elearning des 10 règles d'or de la sécurité

As a company specialized in the manufacturing of handling and earthmoving equipment, Manitou has established ten golden rules of safety to ensure the protection of its 5000 employees across 140 countries. To strengthen this culture of safety within the company, Manitou is launching an engaging e-learning course aimed at managers, executives, technicians, and office staff. This initiative aims to ensure that the golden rules are not only known and understood but also implemented throughout the entire group.

E-learning safety system

The system is a fun e-learning module on safety within the company Manitou. It is intended for managers, executives, technicians, and employees at the headquarters.

Digital training content

The training aims to raise awareness among learners about the ten golden rules of safety at Manitou and teach them how to adhere to these rules. Participants must also be able to identify risky situations. The module employs an inductive pedagogical approach, where learners solve real-life cases to learn the golden rules. Additionally, a board game inspired by “Trivial Pursuit” is used to make the training interactive and engaging.

Pitch : A cataclysm has destroyed the infrastructure and industries. It is up to you to rebuild the essential elements for the prosperity of your group of survivors. Will you be able to accomplish these tasks while preserving your health and that of your companions? During a course presented as a board game based on a deck-building card system, the learner must complete their mission and emerge alive. !

Game Mechanics: Safety and Gamification

Here, players roll the dice and move their token from space to space based on random draws. Each space represents a challenge that the players must overcome. Upon success, they are rewarded with “golden rule” cards. These cards are used to tackle the game’s challenges and win the game.

Finally, the objective is simple: to tackle each mission that makes up the overall quest!

More specifically, the cards played by the opponent represent problem situations that the learner must counter using the golden rules and actions they can implement within their team and daily activities.

Technical solution

Audace uses the Articulate 360 suite, specifically the Storyline tool. Storyline 360 is a widely used content creation solution in the elearning field, offering features such as quizzes, assessment systems, game-like interactions, and the integration of various media types. It also provides SCORM compatibility for easy integration with any LMS platform.

Learning objectives: Learn safely!

In summary, by the end of the training, learners will be able to:

  • Know the ten golden safety rules of the Manitou company.
  • Know all the key messages related to these rules.
  • Identify situations where the rules have not been implemented.

Strategic issues

  • Enhance the safety-security culture among managers and executives of the Manitou group.
  • Propose an innovative communication tool to ensure the learners’ understanding and adoption of the rules.
  • Enable the use of the tool in the European countries where Manitou operates, particularly in Italy.

Pedagogy

The training implemented by Manitou strengthens the company’s safety culture through an innovative pedagogical approach. Participants construct the ten golden rules of safety themselves through the board game and playing cards. This interactive and stimulating approach enables learners to understand and analyze risky situations, making the golden rules an integral part of their safety knowledge and skills.

CHU Rouen – Serious Game “Key Steps in a Journey and Positioning of Each”

The GHT Rouen Cœur de Seine aims to train healthcare professionals in emergency management in nursing homes (EHPAD) and the various care options available in healthcare facilities. The training needs to reflect real-world conditions and consider the specifics of the territory while being as engaging as possible.

To address the specific needs of the GHT Rouen Cœur de Seine, Audace is developing two training modules, each in the form of a serious game. These training modules have been designed for healthcare professionals working within the GHT Rouen Cœur de Seine.

Serious game system

For this module, Audace has broken down the training into three pathways:

  • The failure of the caregiver, of those involved in the city and at home,
  • The psychiatric journey,
  • The link between EHPAD and hospital

Gameplay

Here, the serious game presents itself as a board game. The player advances his pawn and must solve challenges presented on the squares of the board. The first boxes allow him to discover the context. The learner then encounters an event or challenge on the next space that they need to resolve. To help them make the best decisions for their patient, clues are provided in the form of cards representing various actors (doctor, patient’s family, patient, etc.).

Each journey has its own patient, its own situation and a unique scenario.

Example scenario: Mr. and Mrs. Bauldeupa are a childless couple with a relatively high financial situation. Mr. Bauldeupa suffers from a loss of autonomy, diabetes and osteoarthritis. The couple manages alone and only has an IDEL to help them take insulin… But one day, Mme. Bauldeupa has a stroke. The challenge is on! Who to warn? Que faire ? Quelle prise en charge financière pour le couple ?

The player must use the information provided by the cards to make the right decisions!

Pedagogical Objective of the Serious Game

This game aims to develop and enhance the skills of healthcare professionals, such as diagnosis, decision-making, patient communication, and resource management. The scenarios presented emphasize realistic situations, allowing users to apply their theoretical knowledge and improve their understanding of medical protocols.

Strategic Goals of the Digital Training

The strategic value of this game lies in its ability to provide accessible, interactive, and engaging medical training. It helps bridge the gap between theory and practice by offering users a realistic virtual experience where they make decisions, observe the outcomes, and learn from their mistakes, all without putting real lives at risk.

Target

Healthcare professionals of the GHT Rouen Coeur de Seine:

  • Care assistants,
  • Psychomotor therapists,
  • Nursing assistants,
  • Nurses,
  • Rehabilitation therapists
  • Healthcare managers

Pedagogy

The serious game offers two learning modes:

  • A “training” mode with unlimited attempts to allow learners to practice and correct their errors,
  • An “evaluation” mode to measure the skills acquired. Here, the learner is only allowed one attempt and cannot start again in the event of an error. He obtains a note at the end of the situation played, a note which is transmitted to the trainer.

The training offers learners the opportunity to learn at their own pace and assess their acquired skills. Immersive and interactive, it provides a practical and realistic experience.