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Serious Game vs Traditional BLS Training in Adolescents

B

Burcu SELVI CALSIKAN

Status

Completed

Conditions

Basic Life Support Training Course
Cardiopulmonary Resuscitation (CPR)

Treatments

Other: Lifesaver Video Game CPR Training
Other: Traditional Instructor-Led CPR Training

Study type

Interventional

Funder types

Other

Identifiers

NCT07286708
2020/177

Details and patient eligibility

About

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.

Full 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.

Enrollment

117 patients

Sex

All

Ages

15 to 17 years old

Volunteers

No Healthy Volunteers

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

Trial design

Primary purpose

Health Services Research

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

None (Open label)

117 participants in 2 patient groups

Video Game-Based CPR Training Group
Active Comparator group
Description:
Participants in this arm received CPR training using the Lifesaver interactive video game developed by Resuscitation Council (UK). Training was completed individually under supervision using mobile phones. The video game provides a realistic CPR scenario and immediate feedback. No additional classical teaching was provided prior to the intervention.
Treatment:
Other: Lifesaver Video Game CPR Training
Traditional Instructor-Led CPR Training Group
Active Comparator group
Description:
Participants in this arm received traditional CPR training delivered by a certified instructor. Training included a theoretical lecture based on the Ministry of Health Adult Basic Life Support curriculum, followed by hands-on CPR practice using an adult manikin. Each session lasted approximately 2 hours. No video game or digital tool was used in this training.
Treatment:
Other: Traditional Instructor-Led CPR Training

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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