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CHU Rouen – Healthcare Professionals Training

A bold collaboration for the training of healthcare professionals

CHU Rouen aimed to train healthcare professionals on two topics: emergency management in nursing homes and the various available care options in healthcare facilities. The training content needed to reflect the reality of the field first and foremost. The other imperative was to take into account the specificities of the territory while being as engaging as possible.

Interactive and immersive learning through serious games

To meet the specific needs of GHT Rouen Cœur de Seine, Audace has developed two training modules in the form of serious games.

These training programs were developed for healthcare professionals working within GHT Rouen Cœur de Seine, including home care assistants, medical-psychological assistants, nursing aides, nurses, rehabilitation specialists, and healthcare managers. Each module consists of three scenarios that immerse learners in critical situations they need to resolve.

The first module, titled “Emergency Management in EHPAD,” is described as a guided 3D game. It follows the step-by-step procedure for identifying signs of urgent severity. The learner moves around in the medical environment and patient rooms. He interacts with the personnel around him. And a rest area has even been set up!

For the second module, Audace divided the training into three pathways:

  • the failure of the caregiver, the actors in the city, and the home,
  • the psychiatric pathway,
  • the link between nursing homes and hospitals.

The serious game is presented in the form of a board game with its game board and playing piece. The learner then advances on squares that contain challenges each time. To help them choose the best solution for their patient, the player has access to different cards representing various organizations and individuals (doctor, patient’s family, other patients, etc.). Then, the learner must find the answers to the questions by relying on the information provided by the cards. Each pathway has its own situation and scenario.

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The serious games offer two learning modes:

  • A “training” mode with unlimited attempts to allow learners to practice and correct their mistakes.
  • An “assessment” mode to measure the acquired skills. Here, the learner has only one attempt and cannot retry a quiz in case of an error. He receives a score at the end of the scenario, which will be shared with his trainer.

These training programs offer learners the opportunity to learn at their own pace and assess the skills they have acquired. They also promote immersion and interactivity with a practical and realistic learning experience.

Learners have the ability to freely navigate in virtual environments that are true to reality. They can interact with patients and healthcare professionals involved in the care pathway. They also make decisions that will have an impact on the course of the game. This allows them to understand situations that require prompt and effective patient care. All these scenarios can be encountered in real life.

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