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Games & XR

Scenario-Based First Aid Training Game with Branching Emergencies and Scoring

A mobile serious game that teaches first aid through short branching emergency scenarios (choking, burns, bleeding, unresponsive casualty) where every decision is timed and scored against current first aid guidelines. A final year project for game developers who want a training product with measurable learning outcomes and an instructor view.

Difficulty

Intermediate

A small team, or one strong student willing to learn something new.
Effort

2 semesters · 3 students

Deliverables

7 to ship

3 optional extras

Suggested stack

Godot 4 or UnityC# or GDScriptJSON scenario formatFirebaseAndroidBlender
A suggestion, not a requirement. Swap anything for what you already know.

What you should ship

  • A scenario engine that reads branching emergencies from data files (states, choices, timers, consequences) so trainers can add scenarios without code.
  • Five complete scenarios: choking adult, severe bleeding, burn, unresponsive breathing casualty (recovery position) and unresponsive not breathing (call for help and CPR).
  • Timed decisions with consequences: hesitation or a wrong action changes the casualty state, and a debrief explains each mistake with the guideline behind it.
  • A CPR rhythm mini-game using on-screen taps that measures compression rate against the guideline range and shows consistency.
  • Local emergency number and language settings (English and Urdu to start) held in configuration, not hard-coded.
  • An instructor web view listing learners in a group, their scores per scenario and the most common wrong decisions.
  • A pre and post knowledge test run with at least 20 participants, reported as score change.

If you have time left

  • A scenario authoring tool in the browser that validates that every branch reaches an ending.
  • Spaced repetition that brings back scenarios a learner failed a week later.
  • Workplace certificates of completion with a verifiable link for employers.

The problem: people freeze in emergencies

Most people have never practised what to do when someone chokes, collapses or bleeds heavily. Classroom first aid courses are good but short, expensive per head for employers, and the knowledge fades within months if it is never used. Factories, schools, security companies and ride-hailing fleets are often required or strongly encouraged to have trained staff, yet a certificate says little about whether a person would make the right first three decisions under pressure.

A game is a good fit here because the thing being trained is decision-making under time pressure, not memorising a leaflet.

What already exists and the gap

  • Lifesaver by Resuscitation Council UK and UNIT9 is an interactive film that teaches CPR through live-action branching scenarios; there is also a workplace e-learning version.
  • British Red Cross First Aid app gives clear step-by-step guidance and quizzes, but it is a reference, not a practice space.
  • St John Ambulance and similar bodies offer e-learning modules, mostly slide-and-quiz style.

The gap is a lightweight, offline-capable game that is data-driven (so a trainer can localise emergency numbers, language and scenarios), measures decisions and timing rather than quiz answers, and gives an employer or school a view of where their people go wrong. Live-action film is expensive to localise; a data-driven game with simple 2D or low-poly art is not.

What you build

Learners play five scenarios on an Android phone. Each scenario opens with a scene, a casualty state and a clock. Choices appear as actions (check danger, call for help, back blows, apply pressure, cool the burn). Wrong or slow actions change the casualty state: the bleeding worsens, the choking casualty becomes unresponsive. Every run ends in a debrief that replays the timeline and explains each decision against the guideline.

Instructors create a group, share a join code, and see scores, completion and a ranked list of the most common mistakes across the group. Content authors (your team for now) write scenarios in a JSON format with states, transitions, timers and feedback text in two languages.

The technically interesting part

The scenario engine is the heart of the project. Model each scenario as a timed state machine where the casualty state evolves on its own while the learner acts, so doing nothing is also a choice with consequences. Validate every scenario file at load time: no unreachable states, no dead ends without a debrief, every choice has feedback in every language. Build the debrief from an event log so it can show "you started compressions 40 seconds after collapse" from real data.

The CPR tap mini-game is a small signal-processing problem: compute rate and variability from tap timestamps, ignore double taps, and give feedback that is stable rather than flickering.

How to evaluate it

  • Learning: a pre-test, one play session, and a post-test with at least 20 participants; report the mean score change and which topics moved least. If you can, repeat the post-test two weeks later to measure retention.
  • Content correctness: have one qualified first aid trainer review every scenario and record their corrections.
  • Engine quality: automated tests that load every scenario and walk every branch to an ending.
  • Usability: completion rate and time per scenario, plus a short questionnaire on confidence to act.

Suggested plan

  1. Weeks 1 to 3: pick the guideline source you will follow, write the five scenarios on paper, get them reviewed.
  2. Weeks 4 to 8: scenario data format, validator and the state machine engine with placeholder art.
  3. Weeks 9 to 14: first two scenarios playable end to end with debrief; pilot with 5 people.
  4. Semester 2, weeks 1 to 6: remaining scenarios, CPR mini-game, Urdu text and audio.
  5. Weeks 7 to 10: instructor view, groups and sync.
  6. Weeks 11 to 14: learning study, trainer review, report and demo.

Path to a product

The first customer is a company that already pays for annual first aid training, such as a factory, a school chain or a security firm, using the game as refresher training between classroom sessions. Price per learner per year, with instructor dashboards included. A second channel is licensing the engine to first aid training providers who want a branded version in their own language. The scenario format is the asset: it lets you add languages and new emergencies cheaply.

Scope warning

Do not write your own medical content from scratch without a qualified reviewer, and do not claim the game certifies anyone. Skip 3D characters with facial animation, VR and multiplayer. Five well-reviewed scenarios with a solid engine and a real learning study are a complete project.

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