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Effects of gamification in advanced life support training for clinical nurses: A cluster randomized controlled trial.
Kim, Kyungha; Choi, Daun; Shim, Hoyoen; Lee, Choung Ah.
Affiliation
  • Kim K; Department of Emergency Medicine, Hallym University College of Medicine, Dongtan Sacred Heart Hospital, Republic of Korea.
  • Choi D; Hallym Dongtan Simulation Center, 160, Samsung 1-ro, Hwaseong-si, Gyeonggi-do, Republic of Korea.
  • Shim H; Clinincal Education Team, Hallym Creative Organization of Research and Education, Republic of Korea.
  • Lee CA; Department of Emergency Medicine, Hallym University College of Medicine, Dongtan Sacred Heart Hospital, Republic of Korea. Electronic address: cuccum@hanmail.net.
Nurse Educ Today ; 140: 106263, 2024 09.
Article in En | MEDLINE | ID: mdl-38908354
ABSTRACT

BACKGROUND:

Cardiopulmonary resuscitation training is a mandatory competency, especially for healthcare professionals. However, the spread of COVID-19 caused a sharp decline in the number of participants on advanced life support training, thereby accelerating the diversification of educational methods. Gamification is an increasingly popular method of diversifying instruction, but its effectiveness remains controversial.

AIM:

To evaluate the effectiveness of gamification learning in advanced life support training.

DESIGN:

A cluster randomized controlled trial.

SETTING:

A single advanced life support training center.

PARTICIPANTS:

Clinical nurses who are currently practicing in a hospital.

METHODS:

A part of the existing advanced life support course was gamified using Kahoot! platform. Conventional learning and gamified learning were each conducted 11 times, and the level of knowledge after training was assessed. The assessment questions were categorized into advanced life support algorithms, teamwork, and cardiac arrest rhythms.

RESULTS:

A total of 267 were enrolled in the study, and 148 and 139 learners were assigned to CL and GL, respectively. There was no difference in post-training knowledge related to teamwork, and cardiac arrest rhythms between the conventional learning and gamified learning groups, but knowledge related to the advanced life support algorithm was low in the gamified learning group.

CONCLUSIONS:

Even if the learners are the same, advanced life support gamification training can lead to negative outcomes depending on the simplicity or goal of the training content. To improve the effectiveness of the training, various methods of gamification training should be applied depending on the goal and content of the training.
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Full text: 1 Collection: 01-internacional Database: MEDLINE Main subject: COVID-19 Limits: Adult / Female / Humans / Male Language: En Journal: Nurse Educ Today Journal subject: EDUCACAO / ENFERMAGEM Year: 2024 Document type: Article

Full text: 1 Collection: 01-internacional Database: MEDLINE Main subject: COVID-19 Limits: Adult / Female / Humans / Male Language: En Journal: Nurse Educ Today Journal subject: EDUCACAO / ENFERMAGEM Year: 2024 Document type: Article