Serious Game vs Traditional BLS Training in Adolescents
Effect of a Serious Video Game Versus Traditional Training on Basic Life Support Knowledge and Skills in Adolescents: A Randomized Controlled Trial
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
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 Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
Istanbul
-
Üsküdar, Istanbul, Turkey (Türkiye), 34674
- Istanbul Uskudar High School
-
-
Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
- Child
Accepts Healthy Volunteers
Description
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
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Health Services Research
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
|
Active Comparator: Video Game-Based CPR Training Group
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.
|
The Lifesaver video game is an interactive, scenario-based CPR training tool developed by the Resuscitation Council (UK).
Participants use their mobile phones to complete a simulated cardiac arrest scenario involving a teenage victim.
The game teaches recognition of cardiac arrest, calling emergency services, performing chest compressions, rescue breaths, and AED use.
Training was completed individually under supervision.
|
|
Active Comparator: Traditional Instructor-Led CPR Training Group
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.
|
Participants received a traditional instructor-led CPR training consisting of a theoretical lecture based on the Ministry of Health Adult Basic Life Support guidelines and hands-on CPR practice using an adult manikin.
Training lasted approximately 2 hours and did not include any digital or game-based components.
|
What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
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.
|
Baseline, 1 month after training, and 6 months after training
|
Secondary Outcome Measures
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Change in CPR Skill Performance Score After Training
Time Frame: Baseline, 1 month, and 6 months after training
|
A 22-item CPR skill performance checklist scored using a 3-point Likert scale (0 = insufficient, 1 = needs improvement, 2 = sufficient), with total scores ranging from 0 to 44.
Skill performance was assessed using an adult CPR manikin at baseline, 1 month, and 6 months after training.
The outcome reflects changes in CPR skill competency over time.
|
Baseline, 1 month, and 6 months after training
|
Collaborators and Investigators
Sponsor
Sponsor
Publications and helpful links
Helpful Links
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Actual)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Estimated)
First Posted
Study Record Updates
Last Update Posted (Actual)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Other Study ID Numbers
Other Study ID Numbers
- 2020/177
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
Clinical Trials on Basic Life Support Training Course
-
NCT03511872CompletedBasic Life Support Training Course
-
NCT07363772RecruitingCardiac Arrest (CA) | Basic Life Support Training Course | Cardiopulmonary Resuscitation (CPR)
-
NCT07366125CompletedBasic Life Support Training
-
NCT07368452CompletedMedical Education | Cardiopulmonary Resuscitation (CPR) | Basic Life Support (BLS) Training
-
NCT03893253CompletedBasic Life Support
-
NCT06213961Completed
-
NCT06601946Active, not recruitingBasic Life Support (Simulation)
-
NCT02964832Unknown
Clinical Trials on Lifesaver Video Game CPR Training
-
NCT04656405RecruitingCardiopulmonary Resuscitation | Education
-
NCT03625999WithdrawnAutism Spectrum Disorder | Autism
-
NCT00586638CompletedNeurologic Manifestations | Neurobehavioral Manifestations
-
NCT00928941TerminatedPost-Traumatic Stress Disorder