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Let the kids play: gamification as a CPR training methodology in secondary school students. A quasi-experimental manikin simulation study

机译:让孩子们参加:中学生中的CPR培训方法。 一种准实验性Manikin模拟研究

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摘要

Gamification is a non-evaluation and competition-based training methodology with high emotional involvement. The goal of this study was to evaluate gamification methodology as compared with other existing methodologies when teaching cardiopulmonary resuscitation (CPR) to secondary school students.489 secondary school students from two high schools in Spain participated in this randomised-block quasi-experimental study in February 2018. The students were classified into different groups. Each group received CPR training with a different methodology: GAM (GAM (89.56%; 95% CI 86.71 to 92.42) methodology resulted in significantly higher scores for CPR quality than VFC and TC (81.96%; 95% CI 78.04% to 85.88% and 64.11%; 95% CI 58.23 to 69.99). GAM (61.77%; 95% CI 56.09 to 67.45) methodology also resulted in significantly higher scores for correct rate than VFC and TC (48.41%; 95% CI 41.15% to 55.67% and 17.28%; 95% CI 10.94 to 23.62). 93.4% of GAM methodology participants obtained >50?mm of compression mean depth which was a significantly higher proportion than among students in VFC and TC (78.0% and 71.9%). No differences between GAM and EVA were found. A confidence level of 95% has been assigned to all values.GAM methodology resulted in higher CPR quality than non-tested methods of academic training with instructor feedback or visual feedback. Gamification should be considered as an alternative teaching method for Basic Life Support (BLS) in younger individuals.
机译:游戏化是一种非评估和基于竞争的培训方法,具有高情绪化的参与。本研究的目标是评估沙巴化方法,与其他现有方法相比,与其他现有的方法相比,当教导的中学生宣传到中学生时,西班牙两所高中的中学生参加了2月份的这项随机阻滞准实验研究2018年。学生分为不同的群体。每组接受CPR培训,采用不同的方法:GAM(GAM(89.56%; 95%CI 86.71至92.42)方法,CPR质量明显高于VFC和TC(81.96%; 95%CI 78.04%至85.88% 64.11%; 95%CI 58.23至69.99)。GAM(61.77%; 95%CI 56.09至67.45)方法也导致比VFC和TC的正确率明显更高(48.41%; 95%CI 41.15%至55.67%和55.67% 17.28%; 95%CI 10.94至23.62)。93.4%的GAM方法参与者获得了> 50?mm压缩的平均深度,比VFC和TC中的学生在学生中的比例显着更高(78.0%和71.9%)。之间没有差异发现了GAM和EVA。已经分配了95%的置信水平,已经分配给所有值.GAM方法导致CPR质量高于具有教练反馈或视觉反馈的非经过测试的学术培训方法。游戏处理应被视为替代教学方法对于年轻人的基本生活支持(BLS)。

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