Overcoming Barriers to Performing CPR Using a Novel, Interactive CPR Game System
- 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
- All 8th and 9th grade students at participating schools enrolled in Health Class.
- 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
Group Intervention Description Standard CPR Training CPR Training Standard CPR training via American Heart Association or American Red Cross provided for 30 minutes during a high school class CPR Game CPR Training Novel CPR game experience CPR training is provided for 30 minutes during a high school class.
- Primary Outcome Measures
Name Time Method CPR Skill Retention 4-6 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
Name Time Method CPR Attitudes 4-6 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