Effects of gamification in advanced life support training for clinical nurses: A cluster randomized controlled trial.

Publication date: Sep 01, 2024

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. To evaluate the effectiveness of gamification learning in advanced life support training. A cluster randomized controlled trial. A single advanced life support training center. Clinical nurses who are currently practicing in a hospital. 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. 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. 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.

Concepts Keywords
Arrest Adult
Cardiopulmonary Cardiac arrest recognition
Controversial Cardiopulmonary Resuscitation
Nurses Clinical Competence
Teamwork COVID-19
CPR training
Educational diversification
Female
Games, Experimental
Gamification learning
Healthcare professionals
Humans
Male
Motivation in education

Semantics

Type Source Name
disease MESH COVID-19
disease VO effectiveness
disease MESH cardiac arrest
disease IDO algorithm

Original Article

(Visited 3 times, 1 visits today)