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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Main Authors: Creutzfeldt Johan, Hedman Leif, Felländer-Tsai Li
Format: Article
Language:English
Published: BMC 2012-12-01
Series:Scandinavian Journal of Trauma, Resuscitation and Emergency Medicine
Subjects:
MVW
Online Access:http://www.sjtrem.com/content/20/1/7979
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spelling 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
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AT fellandertsaili effectsofpretrainingusingseriousgametechnologyoncprperformanceanexploratoryquasiexperimentaltransferstudy
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