Evidence map›Paper›PMID 30958836›Full record

ArticlePloS one2019

Comparative evaluation of video-based on-line course versus serious game for training medical students in cardiopulmonary resuscitation: A randomised trial.

David P de Sena, Daniela D Fabrício, Vinícius D da Silva, Luiz Carlos Bodanese, Alexandre R Franco

Registry-linked trialAbstract readComparative Study
In one paragraph

Article in PloS one, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04940455 (Effect of Realistic Simulation and Digital Educational Platforms for Learning Nursing Student), which is not on this map. Cited by 17 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
17citing papers in PubMed, 2 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT04940455 naunknown statusnot on this mapstarted 2021, after this paper: background citation

Effect of Realistic Simulation and Digital Educational Platforms for Learning Nursing Student: Randomized Clinical Trial

TypeinterventionalSponsorUniversity of BrasiliaRan2021 to 2022Enrolled100ConditionsEducational TechnologyArmsEducational digital platforms
3 · Its place in the literature

Who cites it

17 citing papers in PubMed, 2 syntheses or guidelines pooled it.

  1. Pooled it
  2. Pooled it
  3. Trial
  4. Trial
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  12. The use of 3D video in medical education: A scoping review.International journal of nursing sciences · 2023
    Article
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  14. The effect of IMB model on CPR self-efficacy in high school students.Journal of education and health promotion · 2023
    Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

David P de SenaSchool of Health Sciences, Post-Graduate Program in Health Sciences, Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS), Porto Alegre, Rio Grande do Sul, Brazil.ORCID 0000-0002-3610-8254
Daniela D FabrícioDepartment of Otolaryngology, PUCRS, Porto Alegre, Rio Grande do Sul, Brazil.
Vinícius D da SilvaDepartment of Pathological Anatomy, Hospital de Câncer de Barretos, Barretos, São Paulo, Brazil.
Luiz Carlos BodaneseDepartment of Cardiology, PUCRS, Porto Alegre, Rio Grande do Sul, Brazil.
Alexandre R FrancoBrain Institute of Rio Grande do Sul, PUCRS, Porto Alegre, Rio Grande do Sul, Brazil.ORCID 0000-0002-1552-1090

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

purposeTo estimate the effect size of a serious game for cardiopulmonary resuscitation (CPR) training in comparison with a video-based on-line course in terms of learning outcomes among medical students before simulation-based CPR using a manikin.

methodsParticipants were 45 first-year medical students randomly assigned to CPR self-training using either a video-based Apple Keynote presentation (n = 22) or a serious game developed in a 3D learning environment (n = 23) for up to 20 min. Each participant was evaluated on a written, multiple-choice test (theoretical test) and then on a scenario of cardiac arrest (practical test) before and after exposure to the self-learning methods. The primary endpoint was change in theoretical and practical baseline scores during simulated CPR. This study was conducted in 2017.

resultsBoth groups improved scores after exposure. The video group had superior performance in both the theoretical test (7.56±0.21 vs 6.51±0.21 for the game group; p = 0.001) and the practical test (9.67±0.21 vs 8.40±0.21 for the game group; p < 0.001). However, students showed a preference for using games, as suggested by the longer time they remained interested in the method (18.57±0.66 min for the game group vs 7.41±0.43 for the video group; p < 0.001).

conclusionsThe self-training modality using a serious game, after a short period of exposure, resulted in inferior students' performance in both theoretical and practical CPR tests compared to the video-based self-training modality. However, students showed a clear preference for using games rather than videos as a form of self-training.

Indexed as

Educational MeasurementEducation, DistanceCardiopulmonary ResuscitationFemaleHeart ArrestHumansMaleManikinsStudents, MedicalVideo GamesVideo RecordingYoung Adult

Identifiers

PMID30958836
PMCPMC6453387

What OpenQuestion holds

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LicenceCC BY
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Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.