Literature DB >> 34655714

Teaching children and adolescents basic life support using gamification.

Nino Fijačko1, Ruth Masterson Creber2, Lucija Gosak3, Gregor Štiglic4, Pavel Skok5, Robert Greif6.   

Abstract

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Year:  2021        PMID: 34655714      PMCID: PMC8513516          DOI: 10.1016/j.resuscitation.2021.10.010

Source DB:  PubMed          Journal:  Resuscitation        ISSN: 0300-9572            Impact factor:   5.262


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To the Editor, Since the start of the COVID-19 pandemic, mass public events have been curtailed, including ones for teaching basic life support (BLS), like “World Restart a Heart Day”. On September 24, 2021, during the “European researchers’ night”, the University of Maribor, Faculty of Health Sciences (Slovenia), organized a public BLS-training for children and adolescents under strict COVID-19 infection precautions (e.g., proof of negative test, vaccination status, masks, social distancing and a 1:4 ratio of BLS instructors to learners). The aim was to safely teach potential lay rescuers the basics of BLS using a gamified experience. Overall, more than 90 children and adolescents participated in this chest compression only BLS-training. The vast majority reported enjoying the training (70%), being interested in the content of the training (97%), would repeat the training in the future (91%), reported feeling competent doing chest compressions (87%), and think it is very important to know how to help in sudden cardiac arrest (95%). These findings were consistent with a previous study from 2018. Gamification, defined as “using game design elements in non-game contexts”, has been introduced into medical education to promote engagement using features like leaderboards, rewards, badges and avatars. We gamified the BLS-training by using the “Quality CardioPulmonary Resuscitation (QCPR) race” (Laerdal Medical, Stavanger, Norway). This “QCPR race” game mode is a part of the “QCPR Training” mobile application (available for Android and iOS), which connects “Little Anne QCPR” manikins through Bluetooth to visualize real-time chest compression or “30:2” cardiopulmonary resuscitation performance. “QCPR race” includes important gamification features, like time pressure, gaining rewards, leaderboard, trophies etc. (Fig. 1 ), which engage and motivate learners to optimize performance when competing with others.7., 8. In the context of BLS-training, these features offer learners an attractive way to learn and practice hands-only chest compression, as accurate performance is required to win the race against other “players”. The more accurate a player performs chest compression, measured by “Little Anne QCPR” manikin, the faster the ambulance car advances on the screen towards the finish line of the game.
Fig. 1

Gamification features in “QCPR race” (using Apple iPad Pro 2018 with installed “QCPR Training” mobile application version 4.13.3).

Gamification features in “QCPR race” (using Apple iPad Pro 2018 with installed “QCPR Training” mobile application version 4.13.3). Manikin manufactures are now launching BLS-teaching products that include gamification features in order to engage more young people. The use of gamified manikins in public BLS-training events should be considered as it adds value to learning BLS for children, adolescents and adults, and might be a suitable alternative to standard BLS public-encounters. Setting up gamified public education events requires: 1) commercially available manikins, and 2) additional equipment (e.g., smartphones or tablets with specific mobile applications installed) that connect to a computer monitor display. The number of manikins available for the event will determine how many people can learn BLS using them, for instance, the “QCPR Training” mobile application and “Little Anne QCPR” manikins, can connect to six (for smartphone) or twelve (for tablet) learners. Six learners are the recommended size to teach adult BLS-training. Questions for further study include how long participants retain the skills, the costs and resources needed. Industry independent or open-resource solutions would be appreciated.

Conflict of interest

RG is ERC Director of Guidelines and ILCOR, and ILCOR Task Force chair Education Implementation and Team. Other authors (NF, RMC, LG, GŠ and PS) declare that they have no conflict of interest.

Funding

Dr. Masterson Creber is supported by NIH/National Institute of Nursing Research NIH/National Heart Lung Blood Institute R01HL152021 and NIH/NINDS R01NS123639.
  7 in total

1.  Let the kids play: gamification as a CPR training methodology in secondary school students. A quasi-experimental manikin simulation study.

Authors:  Martín Otero-Agra; Roberto Barcala-Furelos; Iker Besada-Saavedra; Lucía Peixoto-Pino; Santiago Martínez-Isasi; Antonio Rodríguez-Núñez
Journal:  Emerg Med J       Date:  2019-08-13       Impact factor: 2.740

2.  "All citizens of the world can save a life" - The World Restart a Heart (WRAH) initiative starts in 2018.

Authors:  B W Böttiger; A Lockey; R Aickin; M Castren; A de Caen; R Escalante; K B Kern; S H Lim; V Nadkarni; R W Neumar; J P Nolan; D Stanton; T-L Wang; G D Perkins
Journal:  Resuscitation       Date:  2018-04-19       Impact factor: 5.262

3.  The effective group size for teaching cardiopulmonary resuscitation skills - A randomized controlled simulation trial.

Authors:  Sabine Nabecker; Sören Huwendiek; Lorenz Theiler; Markus Huber; Katja Petrowski; Robert Greif
Journal:  Resuscitation       Date:  2021-06-06       Impact factor: 5.262

4.  Developing the Virtual Resus Room: Fidelity, Usability, Acceptability, and Applicability of a Virtual Simulation for Teaching and Learning.

Authors:  Sarah Foohey; Alim Nagji; Yusuf Yilmaz; Matthew Sibbald; Sandra Monteiro; Teresa M Chan
Journal:  Acad Med       Date:  2022-04-27       Impact factor: 6.893

5.  The impact of cardiopulmonary resuscitation (CPR) manikin chest stiffness on motivation and CPR performance measures in children undergoing CPR training-A prospective, randomized, single-blind, controlled trial.

Authors:  David Weidenauer; Thomas Hamp; Christoph Schriefl; Caroline Holaubek; Markus Gattinger; Mario Krammel; Markus Winnisch; Ana Weidenauer; Gerald Mundigler; Irene Lang; Wolfgang Schreiber; Fritz Sterz; Harald Herkner; Hans Domanovits
Journal:  PLoS One       Date:  2018-08-16       Impact factor: 3.240

Review 6.  Gamification of health professions education: a systematic review.

Authors:  A E J van Gaalen; J Brouwer; J Schönrock-Adema; T Bouwkamp-Timmer; A D C Jaarsma; J R Georgiadis
Journal:  Adv Health Sci Educ Theory Pract       Date:  2020-10-31       Impact factor: 3.853

7.  Evaluating Quality, Usability, Evidence-Based Content, and Gamification Features in Mobile Learning Apps Designed to Teach Children Basic Life Support: Systematic Search in App Stores and Content Analysis.

Authors:  Nino Fijačko; Ruth Masterson Creber; Lucija Gosak; Gregor Štiglic; Dominic Egan; Brian Chaka; Nika Debeljak; Matej Strnad; Pavel Skok
Journal:  JMIR Mhealth Uhealth       Date:  2021-07-20       Impact factor: 4.773

  7 in total

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