This 4 years research and development project aims at developing a global software simulation for training in emergency medicine. The realization of the project will lead to advances in simulation training and digitization of education. The solution will allow the preparation of health professionals for the management of exceptional events.
Partner: Geneva University Hospital (HUG)
The project is co-funded by the Geneva University Hospital and InnoSuisse.
In the field of emergency medicine, the concept of Major Incident Medical Management and Support (MIMMS) is applied when rescuers are faced with a number and type of injuries requiring the use of unusual means. The way rescue teams operate changes radically from the daily routine and some actors have to take on coordination roles that are non-existent in their traditional activity. There is a need to train responders in these different professions.
The proposed solution is a digitalization of training, with a new type of software simulation, offering flexibility in training management and the creation of simulation scenarios, as well as support for debriefing and analysis of participant behavior.
The development of the solution involves advances in several areas. The simulation environment must be adaptive to allow flexibility in training modes. An authoring system must allow non-computer specialists to create complex scenarios. A learning analytics system must allow the analysis of individual and collective performance. A dashboard must allow the trainer to follow and adapt in real time the progress of the simulation.
The implementation of this solution improves the preparation of professionals for the management of major events while helping to reduce training costs. This better preparation increases the victims’ chances of survival and reduces costs and trauma due to poor management of the event.
The Patient’s Rights & Innovative Teaching Strategy project aims at developing a Serious Game whose purpose is as much to support students in learning the legal rules applicable in the field of heath, as to broaden the pedagogical options of teaching and learning.
Partner: Haute Ecole de Santé Vaud (HESAV).
This project is financed by the HES-SO digital skills centre.
For health professional, implementing patient rights in practice is not easy. Many situations combine legal, ethical and health problems. Studies show that awareness of patients’ rights is not sufficient to guarantee their application in health care practice.
A multi-disciplinary collaboration between health, law, pedagogy and engineering will enable the development of a software simulation game for practical training to patients rights.
The software simulation will allow both training of students and post-training of healthcare professionals. A constructivist pedagogical approach will allow skills development based on the lived experiences in simulation and debriefing sessions.
The co.LAB project (A Digital Lab for the co-Design, co-Development and co-Evaluation of Digital Learning Games) has been elected for a four-year grant by the Swiss National Science Foundation (SNF) in the frame of the NRP 77 programme “Digital Transformation”.
The co.LAB project aims to set up a methodological framework for collaboration between teachers, game developers and researchers in educational sciences, supported by a collaborative digital platform dedicated to the co-design, co-development and co-evaluation of digital learning games.
Responsible applicant: Prof. Dominique Jaccard, Albasim, MEI, HES-SO
Main project partner: LIP (Laboratoire d’Innovation Pédagogique, UniFR, Prof. Eric Sanchez)
Interest in Digital Learning Games (DLGs) has increased at all levels of education. DLGs have positive impacts such as increased students’ motivation and engagement and are effective tools to support learner centered teaching practices.
However, the use of DLGs remains a problem due to the gap between teachers, software developers and researchers. Co.LAB is an interdisciplinary development research project (computer sciences & educational sciences) aiming at enabling a relevant and ethical implementation of DLGs at all educational levels in Switzerland.
The objective of the project is to develop a methodological framework and a digital platform for the co-design, co-development and co-evaluation of DLGs. The methodology and the digital infrastructure will be implemented in a laboratory dedicated to design-based research grounded on the collaboration between teachers, game designers, computer scientists and researchers in educational sciences. The development and evaluation in real school contexts of a showcase game dedicated to computational thinking will serve as a proof of concept. Co.LAB elaborates on a mixed methodology based on learning analytics and focus groups with participants.
The Co.LAB digital platform and methodology should help to increase relevance and efficiency in Digital Learning Game design and development.
Co.LAB may serve both as an example of the introduction of digital in education and as a basis for future co-development of digital learning resources in general.
The objective of this project is to explore, test and disseminate the potential for educational innovation brought by serious games in university education.
This project is funded by the DIKU (Norwegian Agency for International Cooperation and Quality Improvement in Higher Education), who promotes promote development and innovation in education, encourage international cooperation and digital learning methods.
Partners: University in Agder, Norway
In the emergency department, triage decisions have a direct impact on patients’ survival rates. However, studies have found significant differences in nurses’ attribution of emergency degrees, with major consequences on patient management.
Partners: Institut et Haute Ecole de santé La Source, Hôpitaux Universitaires de Genève (HUG)
Funding : HES-SO
+ (…) Problem Among the factors that could explain the cause of discrepancies in triage decisions, distractors in the work environment such as noise or task interruptions were highlighted but did not benefit from specific investigations, particularly due to the difficulty of evaluating them in real healthcare environments. But the actual effect of these distractors is still poorly understood. Solution Develop and use a serious game in order to reproduces a work environment with distractors and provide a unique opportunity to explore their impacts on the quality of triage in emergency departments. Benefits This study will provide a better understanding of the contribution of the work environment to safe care.
Among the factors that could explain the cause of discrepancies in triage decisions, distractors in the work environment such as noise or task interruptions were highlighted but did not benefit from specific investigations, particularly due to the difficulty of evaluating them in real healthcare environments. But the actual effect of these distractors is still poorly understood.
Develop and use a serious game in order to reproduces a work environment with distractors and provide a unique opportunity to explore their impacts on the quality of triage in emergency departments.
This study will provide a better understanding of the contribution of the work environment to safe care.
Industrial and service sectors offer potential for cost-effective energy-savings. But under-investment in energy-efficiency is observed in all EU countries. This is called the «energy-efficiency gap».
In this project, AlbaSim is the task leader for the development of the serious games that will be used for training of energy-efficiency experts and for results dissemination.
Funding: European Commission – Horizon 2020
Why don’t companies increase investment in energy efficiency? One answer is that project proposals usually focus only on energy savings, which is not the core business of most firms.
However, by quantifying and communicating all benefits – improved product quality, enhanced productivity, better indoor environment – proposals become competitive.
Establish a database of case studies and develop a methodology that helps assess multiple benefits of energy efficiency.
Develop a serious games to train energy experts to evaluate all effects of energy efficiency measures.
This work will contribute to increase attractiveness of energy projects and to reduce the energy-efficiency gap.
Peroll’Ard is a game created together with the Laboratoire d’Innovation Pédagogique (LIP) for the 2018 open doors day of University of Fribourg (Switzerland). The game is designed for smartphones and seeks to encourage visitors to discover the animations organized by the different departments on that day.
Inspired by the world of witchcraft, the game consists of collecting points and clues by visiting the booths to solve a puzzle. This online application allows players to discover the University’s missions in a fun way. Play is indeed a metaphor for academic work: it is the development and transmission of knowledge that makes it possible to respond to the great challenges facing humanity.
QR-code scanning inside the game allows the player to participate to geolocalized quizzes. The data collected during this full-scale experiment (traces of interactions at the booths and answers to quizzes) are currently being processed. The aim is to assess the usability of the current version of the game and understand how the visit was perceived by visitors of the open doors day. It is also about understanding how the game can contribute to a better promotion of the University’s missions.
The game was primarily created by Simon Morard using the Wegas authoring platform during his Master’s thesis.
PACT is a joint project with University of Fribourg (Switzerland) and gymnasium teachers, which is funded by the Hasler Foundation. PACT aims at offering innovative game-based learning resources to secondary school teachers in computer programming.
The LIP group of University of Fribourg and the Albasim group are collaborating on the design, development, implementation, analysis and dissemination of game-based programming education.
Three categories of research questions are addressed:
Members of the PACT project: Eric Sanchez (UNIFR-LIP), Dominique Jaccard (HEIG-VD), Jarle Hulaas (HEIG-VD), Maud Plumettaz-Sieber (UNIFR-LIP), Christian Brodard (Collège de Gambach), Laurent Bardy (Collège St Michel), Laurence Fidanza (Collège du Sud), Cédric Donner (Collège du Sud), Andre Maurer (GYB), Samuel Vannay (LCC).
Development of a serious game in the field of governance and territorial development. This simulation is used in graduate programmes and continuing education.
Partners: Environmental Governance and Territorial Development, University of Geneva
Development of a simulation for health care training. The simulation can be used both in presential and distant learning.
Innovation: coupling distant simulation software activities with presential virtual patient interactions.
Partners: Department of Nursing Sciences of Fribourg (HEdS-FR), Switzerland.
Objectives: Development of a serious game in the field of corporate law
Innovation: Develop active pedagogy with large audience. Use of a peer review processes inside the serious game.
Partners: Faculty of Law, University of Geneva
Objectives: Development of a serious game in the field of clinical cardiac evaluation
Innovation: Use of a serious game as both a practical exercise and a trigger for individual learning.
Partners: La Source, Institut et Haute Ecole de la Santé
Development of a serious game for sustainable urbanism education.
Partners: Faculty of Geosciences of the University of Lausanne, TRIBU architects
Development of a serious game in the field of project management education.
Results: Thousands of students and project managers have been trained with the PM-Game in bachelor, master and postgraduate studies, in many universities and companies like HES-SO, X Polytechnique Paris, University of Lausanne, University of Geneva, Cnam, University of Marseille, Centre d’Education Permanente du Canton de Vaud, or Ecole Hotelière de Lausanne.
Innovation: This simulation was the first project management simulation including all phases of a project (initiation, planning, execution, closure), with a authoring content editor enabling trainers to create customized scenarios.
Objectives: Development of an authoring system for creation, edition and diffusion of serious games.
Results: Wegas is an open source web-based game authoring and execution platform. This authoring system is both an applied research project in itself and a research infrastructure for co-development and distribution of serious games. Wegas serves as the basis for a broad range of serious games developed in collaboration with universities in Switzerland and abroad, and is currently annually used by thousands of students.
Wegas includes many innovations. It was probably the first web authoring system enabling the creation, content edition and distribution of serious games.
Delmas, P., Fiorentino, A., Antonini, M., Vuilleumier, S., Stotzer, G., Kollbrunner, A., Jaccard, D., Hulaas, J., Rutschmann, O., Simon, J., Hugli, O., Gilart de Keranflec’h, C., & Pasquier, J. (2020). Effects of environmental distractors on nurse emergency triage accuracy: A pilot study protocol. Pilot and Feasibility Studies, 6(1), 171. https://doi.org/10.1186/s40814-020-00717-8
Hulaas Jarle, Jaccard Dominique, Fiorentino Assunta, Delmas Philippe, Antonini Matteo, Vuilleumier Séverine, Stotzer Guy, Kollbrunner Aurélien, Rutschmann Olivier, Simon Josette, Hugli Olivier, Gilart de Keranflec’h Charlotte, Pasquier Jérôme, A serious game for studying decision making by triage nurses under stress, Games and Learning Alliance: 9th International Conference, GALA 2020, Le Mans, France, December 9–10, 2020. Lecture Notes in Computer Science, Springer, Cham, 2020.
Fiorentina Assunta, Delmas Philippe, Jaccard Dominique, Hulaas Jarle, Simon Josette, Antonini Matteo, Olivier Hugli, Vuilleumier Séverine, Gilart de Keranflec’h Charlotte, Stotzer Guy, Serious game for exploring decision making by triage nurses in a stressful environment, accepted for publication at the Gamification & Serious Games Symposium 2020 (GSGS’20), Neuchâtel, Switzerland, September-November, 2020.
Preprint PDF file
Assunta Fiorentino, Dominique Jaccard, Jarle Hulaas, Olivier Hugli, Guy Stotzer, Aurélien Kollbrunner, Matteo Antonini, Josette Simon, Séverine Vuilleumier, Charlotte Gilart de Keranflec’h, Philippe Delmas. Prise de décision clinique de l’infirmière d’accueil et de tri aux urgences : méthode d’évaluation à l’aide d’un serious game. In Formation des professionnels de santé, partenariat patient, Vers une perspective humaniste, M. Saint-Jean and V. Leblanc (Eds), ISBN 978-2-343-19399-1, pp. 83-100, L’Harmattan, Paris, 2020.
Dominique Jaccard, Gabor Maksay and Jarle Hulaas, Media Serious Game – a serious game as an introduction to HES studies, in Proceedings of the Gamification & Serious Games Symposium 2019 (GSGS’19), Neuchâtel, Switzerland, July 4-5, 2019.
PDF File Slides
Maud Plumettaz-Sieber, Jarle Hulaas, Eric Sanchez, Dominique Jaccard, Co-design of a serious game for computing education, in Proceedings of the Gamification & Serious Games Symposium 2019 (GSGS’19), Neuchâtel, Switzerland, July 4-5, 2019.
PDF File Slides
Catherine Cooremans, Dominique Jaccard, Jarle Hulaas and Clemens Rohde, Play the Game: Learning about Energy Efficiency can be Fun – Seriously!, in Proceedings of eceee 2019 Summer Study on Energy Efficiency, Presqu’île de Giens, France, 3–8 June 2019.
Maud Plumettaz-Sieber, Dominique Jaccard, Jarle Hulaas and Eric Sanchez, Évaluation de l’acceptabilité, l’utilité et l’utilisabilité du tableau de bord du jeu “Programming Game”, in Proceedings of Workshop « Learning Computational Thinking from Kindergarten to University: Experience reports and scalability », EIAH2019, Paris, France, June 4-7, 2019.
Maud Plumettaz-Sieber, Eric Sanchez, Dominique Jaccard, Jarle Hulaas, Cyril Junod, Laurent Bardy, Fabian Simillion, Brice Canvel, André Maurer and Laurence Fidanza, Co-conception d’un jeu d’apprentissage de la programmation, in Proceedings of Ludovia#CH, Yverdon-les-Bains, Switzerland, April 16-18, 2019.
Simon Morard, Elsa Paukovics, Eric Sanchez, Jarle Hulaas and Dominique Jaccard, Conception collaborative du jeu Péroll’ard : Outils, méthodes et processus, in Proceedings of Ludovia#CH, Yverdon-les-Bains, Switzerland, April 16-18, 2019.
Eric Sanchez, Dominique Jaccard, Concevoir des ressources pédagogiques, une question de collaboration, in L’Educateur, pp. 5-6, Martigny, Switzerland, February 2019.
Dominique Jaccard, Jarle Hulaas and Ariane Dumont, Analyse comparative des comportements dans les serious games pour améliorer l’impact sur l’apprentissage, in Proceedings of Ludovia#CH, Yverdon-les-Bains, Switzerland, March 27-29, 2018.
Christine Sager-Tinguely, Catherine Weber, Jarle Hulaas, Développer des compétences pour soigner en oncologie : un jeu (très) sérieux, Poster présenté au 19ème Congrès Suisse des Soins en Oncologie, 23 mars 2017, Berne, Suisse. PDF File
Interview de D. Jaccard, News Tank Education, Essentiel no 81292, Paris, 25.11.2016.
Dominique Jaccard, Jarle Hulaas and Ariane Dumont, Using Comparative Behavior Analysis to Improve the Impact of Serious Games on Students’ Learning Experience, in Proceedings of Games and Learning Alliance: 5th International Conference, GALA 2016, Utrecht, The Netherlands, December 5–7, 2016, Rosa Bottino, Johan Jeuring and Remco C Veltkamp (Eds), LNCS 10056, pp. 199-210, Springer International Publishing, Cham, 2016.
Sylvie Baeriswyl, Christine Baeriswyl, Jarle Hulaas, Le serious game « TraumaSim – situation de soins aigus », 3ème journée d’échanges E-Learning du domaine Santé de la HES-SO, Fribourg, Suisse, 24.11.2016.
Catherine Weber, Christine Sager, Jarle Hulaas, Utilisation d’un serious game pour développer les compétences des étudiants dans le module « soigner en oncologie », 3ème journée d’échanges E-Learning du domaine Santé de la HES-SO, Fribourg, Suisse, 24.11.2016.
Picca D., Jaccard D., Eberlé G., Natural Language Processing in Serious Games: A state of the art, International Journal of Serious Games, 2015.
Muriel Harduin, Dominique Jaccard, Le jeu sérieux pour préparer les étudiants à l’atelier « Evaluation clinique cardiaque », 2ème journée d’échanges E-Learning du domaine Santé de la HES-SO, Lausanne, Suisse, 19.11.2015.
Olivier Delémont, Romain Voisard, Dominique Jaccard, Michaël Meyer, From a serious game for crime scene coordination to a reflexion about the roles of images in police activity, NIFF Neuchâtel, 2015.
Preissmann D., Sylvestre E., Jaccard D., Junod C., El Bez C., Flexitests: pédagogies actives en psychologie, 8ème Colloque «Questions de pédagogies dans l’enseignement supérieur», Brest, 2014.
Jaccard D., Roth S., Formation à la gestion de projet et simulations, Revue Economique et Sociale, 2012.
Bonazzi R., Missonier S., Jaccard D., Bienz P., Fritscher B. & Fernandes E., Analysis of serious games implementation for project management courses, in Proceedings of the 8th Conference of the Italian Chapter of AIS (ItAIS), 2011.
Jaccard D., Riboni S., Simprojet: An Innovative Simulation Platform for Experiential Learning in Project Management, in Proceedings of the 2nd International Conference on Computer Supported Education, pp. 471-477, Valencia, Spain, 2010.
Jaccard D., Riboni S., A Customizable Serious Game for Project Management Education, 3rd International Conference eLBa Science, Rostock, 2010.
Evaluation of the opportunity of using AI solution for improving dialogue aspects in serious games.
Candidate: Pierre-Adrien Ghiringhelli
Development of a prototype of an online serious game in the field of insurances training.
Candidate: Faten Labidi
This simulation will be used for training of professional opticians.
Candidate: Sabine Rochat
Development of an integrated concept for a physical and software escape room.
Candidate: Fabrice Clerc
Development of a simulation for training to complex systems.
Candidate: Yunis Darbellay
Development of a serious game with a purpose of training to electrical safety aspects.
Candidate: Guillaume Lehmann
Development of a prototype of a serious game for Leadership education.
Candidate: Benjamin Gerber
Research collaboration on the implementation of serious games in academic education.
Collaboration on the development of serious games for education and research in emergency triage.
Collaboration on the development of serious games for research education.
Faculty of Law
Development of a serious game for large audience.
Faculty of Sciences
Development of a serious game for energy management. Teaching collaborations.
Joint research projects.
Collaboration on the development of serious games for research education and research in nursing sciences.
Joint research projects in the area of learning analytics and education in computational thinking.
Collaboration on the development of serious games for education and research in nursing sciences.
Development of a serious game for sustainable urbanism.
Section des sciences du langage et de l’information
Collaboration for statical analysis of WEGAS data.
Faculté de psychologie
Development of a simulation for cognitive psychology investigations.
Ecole des sciences criminelles
Development of a serious game for « Crime Scene Investigation » training.
Collaboration for the project management course.
Collaboration on the development of serious games for education and research in emergency triage.
Research and cooperation in the field of serious games.