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Clinical Trials/NCT07286708
NCT07286708
Completed
Not Applicable

Effect of a Serious Video Game Versus Traditional Training on Basic Life Support Knowledge and Skills in Adolescents: A Randomized Controlled Trial

Burcu SELVI CALSIKAN1 site in 1 country117 target enrollmentStarted: November 22, 2021Last updated:

Overview

Phase
Not Applicable
Status
Completed
Sponsor
Burcu SELVI CALSIKAN
Enrollment
117
Locations
1
Primary Endpoint
Change in CPR Knowledge Score After Training

Overview

Brief Summary

This randomized controlled trial aimed to compare the effects of a serious video game and traditional training on adolescents' basic life support (BLS) knowledge and skills. The study was conducted at Üsküdar High School in Istanbul, Turkey, between November 2021 and June 2022. Eleventh-grade students aged 15-17 years who had not previously received BLS training were randomly assigned to a video game group or a traditional education group. A total of 117 students completed the study (58 in the video game group and 55 in the traditional education group). The video game group received BLS education using the Lifesaver serious game, while the traditional group received a lecture based on national BLS guidelines and hands-on practice with a CPR training manikin. BLS knowledge and skills were assessed at baseline, 1 month, and 6 months using validated knowledge and skill assessment forms. The primary objective was to determine whether the serious game improved BLS knowledge and skill scores compared with traditional training and whether the effect persisted at 1- and 6-month follow-up.

Detailed Description

This randomized controlled trial evaluated the effectiveness of a serious video game compared with traditional training on adolescents' basic life support (BLS) knowledge and skills. A total of 117 high school students (aged 15-17 years) were randomly assigned to either the video game group (Lifesaver interactive scenario) or the traditional lecture-plus-practice group. All participants completed baseline, 1-month, and 6-month assessments using a 15-item BLS knowledge test and a 22-item skill performance checklist completed on a CPR manikin.

The video game group received a 13-minute interactive scenario-based BLS training, while the control group received a guideline-based lecture and hands-on manikin practice. Outcomes included changes in BLS knowledge and skill scores over time and group differences in short- and long-term retention.

Data were analyzed using nonparametric tests due to non-normal distribution. The study aimed to determine whether the serious game improves BLS learning and retention compared with traditional instruction.

Study Design

Study Type
Interventional
Allocation
Randomized
Intervention Model
Parallel
Primary Purpose
Health Services Research
Masking
None

Eligibility Criteria

Ages
15 Years to 17 Years (Child)
Sex
All
Accepts Healthy Volunteers
No

Inclusion Criteria

  • Students enrolled in the 11th grade at Üsküdar High School, Aged 15-17 years,
  • Volunteered to participate in the study,
  • Owns a smartphone capable of running the Lifesaver video game,
  • No health problems affecting verbal communication,
  • Provided written informed consent signed by both the student and their parent/guardian

Exclusion Criteria

  • Received Basic Life Support (BLS/CPR) training within the past 12 months,
  • Transferred to another school during the study period,
  • Declined to participate or withdrew consent at any time

Outcomes

Primary Outcomes

Change in CPR Knowledge Score After Training

Time Frame: Baseline, 1 month after training, and 6 months after training

A multiple-choice CPR knowledge assessment consisting of 15 items was used to measure adolescents' theoretical understanding of adult Basic Life Support. Each correct answer was scored as 1 point, with total scores ranging from 0 to 15. Knowledge scores were measured at baseline (pre-test), 1 month after training, and 6 months after training in both groups. The primary outcome is the change in knowledge score from baseline to follow-up.

Secondary Outcomes

  • Change in CPR Skill Performance Score After Training(Baseline, 1 month, and 6 months after training)

Investigators

Sponsor
Burcu SELVI CALSIKAN
Sponsor Class
Other
Responsible Party
Sponsor Investigator
Principal Investigator

Burcu SELVI CALSIKAN

Assistant Professor

Istanbul Arel University

Study Sites (1)

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