2100 Participants Needed

Gamified CPR Training for Cardiac Arrest

LT
Overseen ByLorrel Toft, MD
Age: Any Age
Sex: Any
Trial Phase: Academic
Sponsor: University of Nevada, Reno
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)
Approved in 1 JurisdictionThis treatment is already approved in other countries

What You Need to Know Before You Apply

What is the purpose of this trial?

The goal of this prospective trial is to compare CPR skill and attitudes in lay rescuers. The main question\[s\] it aims to answer are:* What is the optimal training timing, duration, and frequency for lay rescuers that leads to CPR skill retention?* What is the impact of CPR manikin type (high-fidelity, inflatable, nontraditional objects) on skill retention?* How do specific features of training modality -- such as contextualization, gamification, and emotional engagement -- impact skill proficiency, knowledge retention, and attitudes about CPR?Participants will* Answer pre-training questionnaires* Participate in CPR training* Participate in CPR skills testing* Answer post-training questionnairesResearchers will compare different methods of training, different frequencies of training, and different manikin types.

Do I have to stop taking my current medications for this trial?

The trial protocol does not specify whether participants need to stop taking their current medications. However, since the trial involves CPR training for students, it is unlikely that medication changes are required.

Is Gamified CPR Training safe for humans?

The available studies on gamified CPR training methods, such as using games to teach CPR skills, do not report any safety concerns. These studies focus on improving CPR skills and awareness, particularly in students, without mentioning any adverse effects.12345

How is Gamified CPR Training different from other CPR training methods?

Gamified CPR Training is unique because it uses game-like elements, such as competition and leaderboards, to motivate frequent practice and improve skill retention, making it more engaging and effective compared to traditional CPR training methods.45678

What data supports the effectiveness of the treatment Gamified CPR Training for Cardiac Arrest?

Research shows that using a 3D CPR game significantly improves CPR skill retention compared to traditional methods, and gamification in CPR training leads to better learning outcomes in students. These findings suggest that gamified CPR training can effectively enhance CPR skills and knowledge retention.145910

Who Is on the Research Team?

LT

Lorrel Toft, MD

Principal Investigator

University of Nevada, Reno

Are You a Good Fit for This Trial?

This clinical trial is for 8th and 9th grade students enrolled in Health Class at participating schools. It's not for those who've had previous CPR training (though they can still learn CPR), or if the student or parent opts out, or if there's a physical injury preventing them from performing CPR.

Inclusion Criteria

I am an 8th or 9th grader enrolled in Health Class at a participating school.

Exclusion Criteria

I or my parent have chosen not to participate.
You have received CPR training before.
I have a physical injury that stops me from performing CPR.

Timeline for a Trial Participant

Screening

Participants are screened for eligibility to participate in the trial

1-2 weeks

Training

Participants receive CPR training using either the standard method or the gamified CPR experience

1 day
1 visit (in-person)

Immediate Post-Training Assessment

Participants perform 2 minutes of chest compressions and complete post-training questionnaires

1 day
1 visit (in-person)

Follow-up

Participants are monitored for CPR skill retention and attitudes through skills testing and questionnaires

4-6 months
1 visit (in-person)

What Are the Treatments Tested in This Trial?

Interventions

  • Gamified CPR Training
Trial Overview The study is testing whether an interactive game-based system improves CPR skills and attitudes towards providing it, especially addressing barriers faced by women and minorities. Students will be compared based on standard classroom training versus this novel gamified approach.
How Is the Trial Designed?
9Treatment groups
Active Control
Group I: Every 2 year standard CPR trainingActive Control1 Intervention
Receives two 60-minute instructor-led CPR trainings: once in 9th grade and again in 11th grade
Group II: Annual Standard CPR trainingActive Control1 Intervention
Receives a 60-minute instructor-led CPR training each year for three years.
Group III: High-Frequency, Blended TrainingActive Control1 Intervention
Starts with a 30-minute serious game-based session, followed by 10-minute refreshers every semester for four years (8 total sessions).
Group IV: Annual Serious Game TrainingActive Control1 Intervention
Receives a 30-minute serious game-based training session once per year for three years.
Group V: ControlActive Control1 Intervention
No CPR training
Group VI: Standard High-fidelity ManikinActive Control1 Intervention
Uses a commercially available torso manikin with realistic chest mechanics and feedback. Serves as the gold standard comparator for CPR training.
Group VII: Low-Fidelity ManikinActive Control1 Intervention
Uses a basic inflatable torso manikin with minimal feedback or resistance. Represents a low-cost, commonly used alternative in schools and communities.
Group VIII: No-Head Manikin (Prototype)Active Control1 Intervention
Uses a custom-built spring-based device with a silicone topper and realistic force-displacement properties that closely mimic the human chest. Tests whether an affordable, biomechanically accurate prototype can improve compression quality.
Group IX: Non-Traditional ObjectActive Control1 Intervention
Uses improvised materials (e.g., toilet paper rolls) to simulate chest compressions. Evaluates the feasibility and effectiveness of ultra-low-cost CPR practice tools

Find a Clinic Near You

Who Is Running the Clinical Trial?

University of Nevada, Reno

Lead Sponsor

Trials
34
Recruited
20,200+

Published Research Related to This Trial

A randomized control trial with 97 freshman medical students showed that using a 3-D CPR game significantly improved CPR skill retention after 3 months compared to traditional training methods.
The game was also found to be highly usable, with average scores between 3.99 and 4.05 on a 5-point scale, indicating that it is both effective and user-friendly for teaching CPR skills.
3D CPR Game Can Improve CPR Skill Retention.Li, J., Xu, Y., Xu, Y., et al.[2019]
Gamification (GAM) training for CPR significantly improved the quality of CPR performance among 489 secondary school students compared to traditional (TC) and visual feedback (VFC) methods, with GAM achieving an average score of 89.56%.
A higher percentage of students trained with GAM (93.4%) met the recommended compression depth of >50 mm, indicating that gamification is an effective teaching method for Basic Life Support (BLS) in younger individuals.
Let the kids play: gamification as a CPR training methodology in secondary school students. A quasi-experimental manikin simulation study.Otero-Agra, M., Barcala-Furelos, R., Besada-Saavedra, I., et al.[2020]
The LISSA serious game significantly improved learning acquisition scores in CPR training among 109 nursing students compared to traditional teaching methods, with statistical analysis showing significant differences (p<0.05).
Students who used LISSA performed better in executing the main steps of the CPR protocol, indicating that the game effectively enhances practical skills in emergency situations.
Using a serious game to complement CPR instruction in a nurse faculty.Boada, I., Rodriguez-Benitez, A., Garcia-Gonzalez, JM., et al.[2015]

Citations

3D CPR Game Can Improve CPR Skill Retention. [2019]
Let the kids play: gamification as a CPR training methodology in secondary school students. A quasi-experimental manikin simulation study. [2020]
Using a serious game to complement CPR instruction in a nurse faculty. [2015]
Gamification of a Low-Fidelity Paper Doll to Teach Primary Survey to Pediatric Residents. [2023]
Use of web-based game in neonatal resuscitation - is it effective? [2021]
Kids (learn how to) save lives in the school with the serious game Relive. [2018]
Finding the 'QR' to Patient Safety: Applying Gamification to Incorporate Patient Safety Priorities Through a Simulated 'Escape Room' Experience. [2020]
Self-motivated learning with gamification improves infant CPR performance, a randomised controlled trial. [2022]
Feasibility of an augmented reality cardiopulmonary resuscitation training system for health care providers. [2022]
10.United Statespubmed.ncbi.nlm.nih.gov
Playing games with cardiopulmonary resuscitation. [2004]
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