Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study
<p>Abstract</p> <p>Background</p> <p>Multiplayer virtual world (MVW) technology creates opportunities to practice medical procedures and team interactions using serious game software. This study aims to explore medical students’ retention of knowledge and skills as well...
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doaj-a1ecb96880eb4aafa64616da38998a992020-11-24T23:54:10ZengBMCScandinavian Journal of Trauma, Resuscitation and Emergency Medicine1757-72412012-12-012017910.1186/1757-7241-20-79Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer studyCreutzfeldt JohanHedman LeifFelländer-Tsai Li<p>Abstract</p> <p>Background</p> <p>Multiplayer virtual world (MVW) technology creates opportunities to practice medical procedures and team interactions using serious game software. This study aims to explore medical students’ retention of knowledge and skills as well as their proficiency gain after pre-training using a MVW with avatars for cardio-pulmonary resuscitation (CPR) team training.</p> <p>Methods</p> <p>Three groups of pre-clinical medical students, n = 30, were assessed and further trained using a high fidelity full-scale medical simulator: Two groups were pre-trained 6 and 18 months before assessment. A reference control group consisting of matched peers had no MVW pre-training. The groups consisted of 8, 12 and 10 subjects, respectively. The session started and ended with assessment scenarios, with 3 training scenarios in between. All scenarios were video-recorded for analysis of CPR performance.</p> <p>Results</p> <p>The 6 months group displayed greater CPR-related knowledge than the control group, 93 (±11)% compared to 65 (±28)% (p < 0.05), the 18 months group scored in between (73 (±23)%).</p> <p>At start the pre-trained groups adhered better to guidelines than the control group; mean violations 0.2 (±0.5), 1.5 (±1.0) and 4.5 (±1.0) for the 6 months, 18 months and control group respectively. Likewise, in the 6 months group no chest compression cycles were delivered at incorrect frequencies whereas 54 (±44)% in the control group (p < 0.05) and 44 (±49)% in 18 months group where incorrectly paced; differences that disappeared during training.</p> <p>Conclusions</p> <p>This study supports the beneficial effects of MVW-CPR team training with avatars as a method for pre-training, or repetitive training, on CPR-skills among medical students.</p> http://www.sjtrem.com/content/20/1/7979AssessmentAvatarsCardiopulmonary resuscitationEducational technologye-learningMVWVirtual learning environmentsPatient simulationStudentsYoung adults |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Creutzfeldt Johan Hedman Leif Felländer-Tsai Li |
spellingShingle |
Creutzfeldt Johan Hedman Leif Felländer-Tsai Li Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study Scandinavian Journal of Trauma, Resuscitation and Emergency Medicine Assessment Avatars Cardiopulmonary resuscitation Educational technology e-learning MVW Virtual learning environments Patient simulation Students Young adults |
author_facet |
Creutzfeldt Johan Hedman Leif Felländer-Tsai Li |
author_sort |
Creutzfeldt Johan |
title |
Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study |
title_short |
Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study |
title_full |
Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study |
title_fullStr |
Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study |
title_full_unstemmed |
Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study |
title_sort |
effects of pre-training using serious game technology on cpr performance – an exploratory quasi-experimental transfer study |
publisher |
BMC |
series |
Scandinavian Journal of Trauma, Resuscitation and Emergency Medicine |
issn |
1757-7241 |
publishDate |
2012-12-01 |
description |
<p>Abstract</p> <p>Background</p> <p>Multiplayer virtual world (MVW) technology creates opportunities to practice medical procedures and team interactions using serious game software. This study aims to explore medical students’ retention of knowledge and skills as well as their proficiency gain after pre-training using a MVW with avatars for cardio-pulmonary resuscitation (CPR) team training.</p> <p>Methods</p> <p>Three groups of pre-clinical medical students, n = 30, were assessed and further trained using a high fidelity full-scale medical simulator: Two groups were pre-trained 6 and 18 months before assessment. A reference control group consisting of matched peers had no MVW pre-training. The groups consisted of 8, 12 and 10 subjects, respectively. The session started and ended with assessment scenarios, with 3 training scenarios in between. All scenarios were video-recorded for analysis of CPR performance.</p> <p>Results</p> <p>The 6 months group displayed greater CPR-related knowledge than the control group, 93 (±11)% compared to 65 (±28)% (p < 0.05), the 18 months group scored in between (73 (±23)%).</p> <p>At start the pre-trained groups adhered better to guidelines than the control group; mean violations 0.2 (±0.5), 1.5 (±1.0) and 4.5 (±1.0) for the 6 months, 18 months and control group respectively. Likewise, in the 6 months group no chest compression cycles were delivered at incorrect frequencies whereas 54 (±44)% in the control group (p < 0.05) and 44 (±49)% in 18 months group where incorrectly paced; differences that disappeared during training.</p> <p>Conclusions</p> <p>This study supports the beneficial effects of MVW-CPR team training with avatars as a method for pre-training, or repetitive training, on CPR-skills among medical students.</p> |
topic |
Assessment Avatars Cardiopulmonary resuscitation Educational technology e-learning MVW Virtual learning environments Patient simulation Students Young adults |
url |
http://www.sjtrem.com/content/20/1/7979 |
work_keys_str_mv |
AT creutzfeldtjohan effectsofpretrainingusingseriousgametechnologyoncprperformanceanexploratoryquasiexperimentaltransferstudy AT hedmanleif effectsofpretrainingusingseriousgametechnologyoncprperformanceanexploratoryquasiexperimentaltransferstudy AT fellandertsaili effectsofpretrainingusingseriousgametechnologyoncprperformanceanexploratoryquasiexperimentaltransferstudy |
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1725466949620596736 |