MedPath

Overcoming Barriers to Performing CPR Using a Novel, Interactive CPR Game System

Not Applicable
Recruiting
Conditions
Cardiac Arrest, Out-Of-Hospital
Interventions
Other: CPR Training
Registration Number
NCT05908500
Lead Sponsor
University of Nevada, Reno
Brief Summary

The goal of this prospective trial is to compare CPR skill and attitudes in adolescent students. The main question\[s\] it aims to answer are:

* Does a gamified CPR experience improve CPR skill retention compared to standard classroom CPR training?

* Does a gamified CPR experience improve attitudes/knowledge relating to barriers for women and minorities receiving CPR?

Participants will

* Answer pre-training questionnaires

* Participate in CPR training

* Participate in CPR skills testing on the day of training, and at 4-6 months

* Answer post-training questionnaires

Researchers will compare standard CPR classroom training to the novel gamified CPR training experience, which includes an interactive film, a CPR Trainer spring, and a mobile device app.

Detailed Description

We will investigate the effectiveness of the gamified CPR experience (Trainer + app + film + software). The study will be a prospective, cluster-randomized controlled trial with 2 arms: control (standard instructor-led CPR training), and gamified experience. The intervention and cluster randomization will occur at the classroom level and outcomes reported at the individual level. We assume negligible intra-class correlation because classes will be randomized in an alternating fashion to eliminate time-of-day differences. For example, 1st period is randomized to control, 2nd period to game.

CPR training (control or game method) will occur at the beginning of each semester in 8th or 9th grade Health class. Immediately after training, students will perform 2-min of CC, while the app silently measures CC rate and depth. Pre- and post-training questionnaires assessing knowledge and response to female-specific and ethnic CPR barriers will be administered via paper-pencil. At the end of the semester (4 months), students will again perform 2-min of CC and answer questionnaires. All data will be collected on-site in paper-pencil format, and entered into Excel by research coordinator off-site. All data will be de-identified and reported in aggregate form

Recruitment & Eligibility

Status
RECRUITING
Sex
All
Target Recruitment
1000
Inclusion Criteria
  • All 8th and 9th grade students at participating schools enrolled in Health Class.
Exclusion Criteria
  • Previous CPR training (will be included in the CPR training but excluded from analysis)
  • Physical injury which prevents performing CPR
  • Student or parent opt-out

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Standard CPR TrainingCPR TrainingStandard CPR training via American Heart Association or American Red Cross provided for 30 minutes during a high school class
CPR GameCPR TrainingNovel CPR game experience CPR training is provided for 30 minutes during a high school class.
Primary Outcome Measures
NameTimeMethod
CPR Skill Retention4-6 months

High-quality CPR as measured by compression rate (per minute) and depth (inches). High-quality CPR is defined as correct rate (100-120/min) AND \>70% of compressions at appropriate depth (2-2.4inches).

Secondary Outcome Measures
NameTimeMethod
CPR Attitudes4-6 months

A novel questionnaire developed for the study asks Likert-scale questions (scale of 1 to 5, with 5 being VERY LIKELY and 1 being VERY UNLIKELY) regarding attitudes towards performing CPR and overcoming barriers to performing CPR.

Trial Locations

Locations (1)

University of Nevada Reno

🇺🇸

Reno, Nevada, United States

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