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临床试验/NCT07286708
NCT07286708已完成不适用

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 个研究点 分布在 1 个国家目标入组 117 人开始时间: 2021年11月22日最近更新:

试验速览

阶段
不适用
状态
已完成
发起方
入组人数
117
试验地点
1
主要终点
Change in CPR Knowledge Score After Training

研究概览

简要总结

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.

详细描述

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.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Health Services Research
盲法
None

入排标准

年龄范围
15 Years 至 17 Years(Child)
性别
All
接受健康志愿者

入选标准

  • 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

排除标准

  • 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

结局指标

主要结局

Change in CPR Knowledge Score After Training

时间窗: 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.

次要结局

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

研究者

发起方
Burcu SELVI CALSIKAN
申办方类型
Other
责任方
Sponsor Investigator
主要研究者

Burcu SELVI CALSIKAN

Assistant Professor

Istanbul Arel University

研究点 (1)

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