Interactive Serious Game to Teach Basic Life Support Among Schoolchildren in Brazil: Design and Rationale
Serious game
Computer game
DOI:
10.2196/55333
Publication Date:
2024-07-12T11:12:01Z
AUTHORS (10)
ABSTRACT
Background: Cardiovascular diseases are among the leading causes of death and morbidity in world including Brazil.Cardiopulmonary resuscitation (CPR) early defibrillation increase chances survival.Serious Games (SG) defined as learning training tools that can be used to enhance processes.It presented several ways, using game's characteristics an entertainment factor achieve educational objectives specific skills.Current strategies focus on teaching people community schoolchildren how conduct CPR.The SG Children Save Hearts was developed teach five steps according guidelines International Liaison Committee Resuscitation Basic Life Support.Before being applied for efficacy evaluation, it should go through a formative (Qualitative Usability Testing) assessment by game developers health professionals.This parameter refers ease with which users consume, learn, interact system.Therefore, usability validation is critical step ensuring effectiveness resources before introducing them population.Objective: This study aims discover fix issues System Scale (SUS). Methods:The Serious Smile Game Builder platform (open source) implemented Windows 7 11 operating systems, targeting from 17 years old.The script storytelling based ILCOR 2020 guidelines.The includes joystick simple commands simplify user experience, allowing greater content.After finishing SG, participants were invited answer survey 10 questions regarding its Likert-type scale.A grade higher than 70 considered acceptable proceed minimum viable product.A sample size needed estimated probability encountering error interface expressed 10% find 85% problems. Results:The volunteers, mean age 22 years, 47% male.Regarding professional training, 8 (47%) bachelor's information technology, 9 (53%) nurses doctors (health professionals).All played answered questionnaire at end.The SUS score 75 (Table 1).The 3.0.Questions 2 4 had lowest (2.0), highest.The performed better efficiency minimization criteria healthcare professionals (p<0,05), worse performance memorization criteria.The average time spent 3.2 minutes, approximately minutes complete questionnaire. Conclusions:The validated tool tests selected practicality, realization, having been cross-culturally into Portuguese, is, discriminatory power acceptability implementation Brazil.Active methods required improve chance survival translate accessible knowledge practice.
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