Accepted for/Published in: JMIR Serious Games
Date Submitted: Sep 7, 2020
Date Accepted: Nov 10, 2020
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Comparing Basic Life Support Performance Data Acquired from Serious Game Based Module and Simulation Based Hands on Training via Built in Sensors of Simulators
ABSTRACT
Background:
Serious game based interactive learning modules enrich simulation based healthcare trainings and improve knowledge, skills and self-confidence of learners while entertaining them.
Objective:
There was no available platform in the market, which can combine performance data from BLS( Basic Life Support) serious game app and hands on data based on the same scoring system, which allows educators to track serious game results together with hands-on training performance data and enables educators to create more objective performance analysis for BLS trainings compared to conventional OSCE (Objective Structured Clinical Examination) exams. The aim of this study was creating such a platform and investigating whether performance evaluation of BLS trainings would be more objective compared to conventional OSCE exams, if these evaluations were carried out with the platform which is combining OSCE scoring criteria with sensor data retrieved from the simulator’s sensors.
Methods:
The participants of this study consisted of 25 volunteers among Acıbadem Mehmet Ali Aydinlar University students without prior knowledge of basic life support protocol. 11 Participants (44.0%) were male, 14 (56.0%) were female. A serious game module has been created for teaching learners ERC (European Resuscitation Council) Basic Life Support 2015 protocol. A second module called hands-on module was designed for educators. This module includes a checklist used for BLS OSCE and can retrieve sensor data like compression depth, compression frequency, ventilation volume from the manikin (CPR Lilly from 3B Scientific® GmbH-Germany) via Bluetooth®. Data retrieved from the sensors of the manikin enables educators to evaluate learners in a more objective way. Performance data retrieved from the serious gaming module has been combined with training results of the hands-on module on manikin. Data acquired from the hands-on module have also been compared with the results of conventional OSCE scores, which are obtained by watching the videos of the same trainings.
Results:
The score for being successful from the serious gaming module was getting scores 80/100 or above. Participants got 80 and above in an average of 1.4 ±0.65 trials. The average BLS serious game score was 88.36/100 ± 5.17, hands on average score was 70.76/100 ±17.38, whereas the OSCE average score was 84.4/100 ± 12.9. According to gender, there was no statistically significant difference in terms of success on which trial, serious game, hands on training and OSCE scores (Mann-Whitney U p>0.05). There was no statistically significant correlation between success on which trial (80/100 and above), serious game, hands-on training app and OSCE (Spearman’s rho p>0.05). The mean BLS serious game score of the participants was 88,36/100 ±5,17, whereas their mean Hands-on training app score was 70,76/100 ±17,38 and OSCE score was 84,4/100 ±12,9.
Conclusions:
Although Hands-on training app and OSCE scoring criteria were identical, OSCE scores were 17% higher than Hands-on training app scores. After analysing this difference of scoring between Hands-on training app and OSCE, it has been found out that these differences originate from scoring parameters like compression depth, compression frequency and ventilation volume. These data support the hypothesis of this study that evaluation of BLS trainings would be more objective, if these evaluations were carried out with the modality, which is combining visual OSCE scoring criteria with sensor data retrieved from the simulator’s sensors. Clinical Trial: ClinicalTrials.gov NCT04533893
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