| Literature DB >> 31042153 |
Abstract
BACKGROUND: Serious gaming is recognized as a training tool due its potential for a risk-free educational environment. There is still limited research about using serious gaming modules for emergency skills training.Entities:
Keywords: health care education; serious gaming; virtual reality
Year: 2019 PMID: 31042153 PMCID: PMC6660122 DOI: 10.2196/13442
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Content of the multiple-choice test for Basic Life Support (BLS).
| Questions | Points | ||
| 10 | |||
| a. 30:1 | |||
| b. 15:2 | |||
| c. 30:2 | |||
| d. 15:1 | |||
| 10 | |||
| a. Airway, Breathing, Check Pulse | |||
| b. Compressions, Airway, Breathing | |||
| c. Airway, Breathing, Compressions | |||
| d. Airway, Check Pulse, Breathing | |||
| 10 | |||
| a. Turn on the AED, attach AED pads, analyze the rhythm, stand clear, and deliver shock | |||
| b. Turn on the AED, attach AED pads, shock the patient, and analyze the rhythm | |||
| c. Check pulse, attach AED pads, analyze rhythm, deliver shock to the patient | |||
| d. Attach electrode pads, check pulse, shock the patient, and analyze rhythm | |||
| 10 | |||
| a. Check pulse again | |||
| b. Ventilate only | |||
| c. Do chest compressions | |||
| d. Proceed with CPR | |||
| 10 | |||
| a. Assess the individual, call 112 and get AED, check pulse, and start CPR | |||
| b. Check pulse, give rescue breaths, assess the individual and use AED | |||
| c. Assess the individual, give two rescue breaths, defibrillate and start CPR | |||
| d. Assess the individual, start CPR, give two rescue breaths and use AED | |||
| 10 | |||
| a. Not interrupting | |||
| b. Starting chest compressions within 10 seconds of recognition of cardiac arrest | |||
| c. Pushing hard and fast | |||
| d. All of the above | |||
| 10 | |||
| a. Place the pads over the victim’s clothes | |||
| b. Wait for advanced care to arrive before continuing use of the AED | |||
| c. Shock the victim | |||
| d. Place the pads on the victim’s bare chest | |||
| 10 | |||
| a. Airway management | |||
| b. Rescue breathing | |||
| c. Chest compressions | |||
| d. All of the above | |||
| 10 | |||
| a. True | |||
| b. False | |||
| 10 | |||
| a. Radial artery | |||
| b. Femoral artery | |||
| c. Carotid artery | |||
| d. Brachial artery | |||
Figure 1Screen captures from the Adult Basic Life Support Module.
Figure 2Screen capture from the virtual reality–based serious gaming module.
Statistical analysis of pre- and posttest results of the tablet personal computer (PC) and virtual reality (VR) group using Wilcoxon test and effect size calculation results with Cohen d.
| Group | Pretest | Posttest | Cohen | |||
| Mean (SD) | Median (min-max) | Mean (SD) | Median (min-max) | |||
| VR | 47.7 (9.5) | 46 (37-69) | 65.4 (10.6) | 62 (46-88) | <.001 | 1.75 |
| Tablet PC | 53.2 (11.3) | 54 (31-69) | 62.1 (8.5) | 62 (46-77) | .001 | 0.89 |
aWilcoxon test.
Difference between the pre- and posttest results of the virtual reality (VR) and tablet personal computer (PC) group.
| Variable | VR | Tablet PC | |||||
| Mean (SD) | Median (min-max) | Mean (SD) | Median (min-max) | ||||
| Difference between pre- and posttest results | –17.6 (11.6) | –16.5 (–42 to 8) | –8.9 (11.1) | –8 (–24 to 16) | .021 | ||
aStudent t test (P<.05).
Figure 3The difference between pre- and posttest results of the tablet (PC) and virtual reality (VR) groups.