Design and rationale of an interactive serious game to teach Basic Life Support among schoolchildren in Brazil.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-07-12 DOI:10.2196/55333
Uri Adrian Prync Flato, Emilio José Beffa Dos Santos, Isabella Bispo Diaz Toledo Martini, Vinicius Rossignoli, Thais Dias Midega, Lucas Kallas-Silva, Ricardo Ferreira Mendes de Oliveira, Adriana do Socorro Lima Figueiredo, Mario Vicente Guimarães, Hélio Penna Guimarães
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Abstract

Unstructured: Cardiovascular diseases are leading causes of death and morbidity worldwide. CPR and early defibrillation significantly enhance survival rates. Serious Games (SG) improve learning through entertainment. Current strategies target Cardiopulmonary resuscitation for communities and schoolchildren, but none have been validated for children in low-to-middle-income settings. The SG Children Save Hearts, developed in Brazil, teaches the five resuscitation steps according to International Liaison Committee on Resuscitation 2020 guidelines and requires formal usability assessment. The study aimed to evaluate the usability of SG Children Save Hearts among IT and healthcare professionals using the System Usability Scale (SUS). The usability test was conducted in August 2022 in the university's IT department. The game was developed targeting schoolchildren aged 7 to 17. Categorical variables as absolute and relative frequencies, while continuous variables were presented as median with interquartile range (IQR). Normality was assessed using the Shapiro-Wilk test. Comparisons between IT and healthcare professionals were made using the independent t-test for normal distributions or the Mann-Whitney U test for non-normal distributions. We included 17 volunteers with a mean age of 22 years (IQR 20-26). All participants played the game and completed a 10-question survey on its usability using a Likert-type scale. The final grade was converted to a 0 to 100 scale, with a grade above 70 considered acceptable for a minimum viable product. The mean SUS score was 75 (IQR 72.5-87.5). Healthcare professionals gave higher grades to all five domains compared to IT professionals. The average time spent playing the game was 3.2 minutes. Novel technologies have shown promising results for CPR teaching using active teaching methods, but face challenges in developing countries, such as language barriers, device acquisition, cultural differences, and technical support. To our knowledge, this is the first SG developed in portuguese for brazilian schoolchidren. Despite some usability issues, the SG Children Save Hearts is considered adequate for teaching CPR to schoolchildren in Brazil.

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设计互动严肃游戏,向巴西学童传授基本生命支持知识及其原理。
非结构化:心血管疾病是全球死亡和发病的主要原因。心肺复苏术和早期除颤能显著提高存活率。严肃游戏(SG)通过娱乐提高了学习效果。当前的策略以社区和学龄儿童的心肺复苏术为目标,但还没有针对中低收入环境中的儿童进行过验证。巴西开发的 "儿童救心 "SG 按照国际复苏联络委员会 2020 年指南教授五个复苏步骤,并要求进行正式的可用性评估。本研究旨在使用系统可用性量表(SUS)评估 SG "儿童救心 "在信息技术和医疗保健专业人员中的可用性。可用性测试于 2022 年 8 月在大学信息技术系进行。游戏的开发对象是 7 至 17 岁的在校学生。分类变量以绝对频率和相对频率表示,连续变量以中位数和四分位距(IQR)表示。正态性采用 Shapiro-Wilk 检验进行评估。对于正态分布,采用独立 t 检验;对于非正态分布,采用 Mann-Whitney U 检验。我们纳入了 17 名志愿者,他们的平均年龄为 22 岁(IQR 20-26)。所有参与者都玩了游戏,并使用李克特量表完成了一份包含 10 个问题的可用性调查。最后的分数被转换成 0 到 100 分,70 分以上被认为是最小可行产品的可接受分数。SUS 的平均得分为 75(IQR 72.5-87.5)。与信息技术专业人员相比,医疗保健专业人员对所有五个领域的评分都较高。玩游戏的平均时间为 3.2 分钟。新技术在使用主动教学法进行心肺复苏教学方面取得了可喜的成果,但在发展中国家还面临语言障碍、设备购置、文化差异和技术支持等挑战。据我们所知,这是首个为巴西学校儿童开发的葡萄牙语 SG。尽管存在一些可用性问题,但 "儿童救心 "SG 仍被认为足以向巴西学龄儿童教授心肺复苏术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis. Using Digital Art and Attachment Priming in a Web-Based Serious Game to Reduce Pain and Social Disconnection in Individuals With Chronic Pain and Loneliness: Randomized Controlled Trial. Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study. A Mixed Reality-based Tele-Supervised Ultrasound Education Platform on 5G network compared to Direct Supervision: Prospective Randomized Pilot Trial. Comparison of Occupational Performance in Immersive Virtual and Real Environments Among Patients With Stroke: Observational Randomized Crossover Pilot Study.
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