Boada et al.2525. Boada I, Rodriguez-Benitez A, Garcia-Gonzalez JM, Olivet J, Carreras V, Sbert M. Using a serious game to complement CPR instruction in a nurse faculty. Comput Methods Programs Biomed. 2015;122(2):282-91. doi: https://doi.org/10.1016/j.cmpb.2015.08.006 https://doi.org/10.1016/j.cmpb.2015.08.0...
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Comparing the efficiency of the serious game LISSA and that of a traditional CPR teaching method. |
Randomized clinical trial, carried out with 109 nursing students from a Spanish university. Three groups were taught by a classic teaching strategy and five used the LISSA. Target-audience: nurses |
Students who used the LISSA had better scores for learning than those who used the traditional teaching method. The LISSA is effective for CPR. |
An emergency situation (CPA) out of a hospital, in which the player has to save the victim through BLS using CPR. The player starts with 100 points and wrong decisions make this score drop. |
Creutzfeldt et al.2629. Creutzfeldt J, Hedman L, Felländer-Tsai L. Effects of pre-training using serious game technology on CPR performance--an exploratory quasi-experimental transfer study. Scand J Trauma Resusc Emerg Med. 2012;20:79. doi: https://doi.org/10.1186/1757-7241-20-79 https://doi.org/10.1186/1757-7241-20-79...
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Verifying whether medicine students trained through the serious game "Multiplayer Virtual World" can retain CPR knowledge and abilities. |
Quasi-experimental study, with 30 medicine students separated in tree groups. Two groups (intervention) received a conventional CPR training and the serious game, while the other group only received a conventional training. Target-audience: physicians. |
The intervention group retained more information regarding CPR than the control one. The serious game Multiplayer Virtual World CPR was effective. |
Consists in four settings in which the subjects attend to a victim with PCA in an extra-hospital environment, using BLS. |
Creutzfeldt et al.2727. Creutzfeldt J, Hedman L, Medin C, Heinrichs WL, Felländer-Tsai L. Exploring virtual worlds for scenario-based repeated team training of cardiopulmonary ressuscitation in medical students. J Med Internet Res. 2010;12(3):e38. doi: https://doi.org/10.2196/jmir.1426 https://doi.org/10.2196/jmir.1426...
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To investigate the influence of the serious game Massively Multiplayer Virtual Worlds in the retention of CPR knowledge in medicine students. |
Mixed-method study with 12 medicine students exposed to the CPR serious game. Target-audience: physicians. |
Most subjects reported liking the training and approved it. However, it was found that they had trouble retaining the knowledge after six months. |
The participants interact with the role of the victim and of the paramedics in 4 scenarios, using BLS. |
Buttussia et al.2828. Buttussi F, Pellis T, Cabas Vidani A, Pausler D, Carchietti E, Chittaro L. Evaluation of a 3D serious game for advanced life support retraining. Int J Med Inform. 2013;82(9):798-809. doi: https://doi.org/10.1016/j.ijmedinf.2013.05.007 https://doi.org/10.1016/j.ijmedinf.2013....
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To evaluate the efficacy of a serious game called Emergency Medical Services for the disAbled for the learning of ALS. |
Quasi-experimental study for 40 ALS instructors, with two cardiac arrest scenarios and a test, which was applied immediately and three months later. Target-audience: professionals who participate in the ALS |
There was a significant retention of knowledge. The game was considered effective for the retention of CPR knowledge and abilities. |
The participants play as the leader of an ALS team, which must rescue a patient with CPA. The scenarios can be a living room or a train station, and the ALS must be used. |
Cook et al.2929. Cook NF, McAloon T, O'Neill P, Beggs R. Impact of a web based interactive simulation game (PULSE) on nursing students' experience and performance in life support training: a pilot study. Nurse Educ Today. 2012;32(6):714-20. doi: https://doi.org/10.1016/j.nedt.2011.09.013 https://doi.org/10.1016/j.nedt.2011.09.0...
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Evaluating the impact of a serious game called Plataforma para Graduação em Educação de Apoio à Vida (PULSE - Platform for Graduation in Life Support Education), involving the performance of nursing students for BLS. |
Randomized clinical trial. Carried out with 34 nursing students divided in a control group (traditional BLS teaching) and an intervention group (game). Target-audience: nurses. |
There was a statistically significant difference between the control group and the group exposed to the serious game. The PULSE is effective to develop abilities in CPR. |
BLS scenarios, which gradually increase the difficulty level, and must be concluded within a specific time frame. There is an initial score, which decreases with each error. |
Drummond et al.3030. Drummond D, Delval P, Abdenouri S, Truchot J, Ceccaldi PF, Plaisance P, et al. Serious game versus online course for pretraining medical students before a simulation-basedmastery learning course on cardiopulmonary resuscitation: a randomised controlled study. Eur J Anaesthesiol. 2017;34(12):836-44. doi: https://doi.org/10.1097/EJA.0000000000000675 https://doi.org/10.1097/EJA.000000000000...
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To compare a traditional on-line course done through a lecture via PowerPoint to the serious game Staying Alive, in medicine students. |
Experimental randomized trial with 82 medicine students using an on-line course (control group) and the serious game (intervention). Target-audience: physicians. |
Regarding learning, there were no significant differences between the traditional method and the serious game. |
In Staying Alive, the player enters in a medical office and finds a man undergoing CPA and, as a result, must apply BLS techniques. |
Sena et al.3131. Sena DP, Fabrício DD, Silva VD, Bodanese LC, Franco AR. Comparative evaluation of video-based online course versus serious game for training medical students in cardiopulmonar resuscitation: a randomised trial. PloS One. 2019;14(4):e0214722. doi: https://doi.org/10.1371/journal.pone.0214722 https://doi.org/10.1371/journal.pone.021...
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To compare the effects of a serious game for training CPR with a video on-line course, in medicine students. |
Randomized clinical trial. 45 students were distributed in two groups. Group A watched a video lecture about the cardiac arrest in adults, while group B used the serious game. Target audience: physicians. |
This serious game was as effective as the traditional teaching strategy used. |
The game is developed in an environment outside the hospital, in which the player must identify a CPA victim and apply the BLS. |
Cutumisu et al.3232. Cutumisu M, Brown MRG, Fray C, Schmölzer GM. Growth mindset moderates the effect of the neonatal resuscitation program on performance in a computer-based game training simulation. Front Pediatr. 2018;6:195. doi: https://doi.org/10.3389/fped.2018.00195 https://doi.org/10.3389/fped.2018.00195 ...
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Examining the retention of knowledge about neonate CPR through the game RETAIN. |
Quasi-experimental study, in which 50 health professionals in Canada used a serious game involving resuscitation scenarios. Target-audience: nurses, neonate nurses and physicians. |
The serious game was related to an improvement regarding the development of critical actions during attention. |
RETAIN takes place within a hospital, presenting scenarios for the advanced support of neonate life. |