Serious Game vs Traditional BLS Training in Adolescents
Effect of a Serious Video Game Versus Traditional Training on Basic Life Support Knowledge and Skills in Adolescents: A Randomized Controlled Trial
1 other identifier
interventional
117
1 country
1
Brief Summary
This randomized controlled trial aimed to compare the effects of a serious video game and traditional training on adolescents' basic life support (BLS) knowledge and skills. The study was conducted at Üsküdar High School in Istanbul, Turkey, between November 2021 and June 2022. Eleventh-grade students aged 15-17 years who had not previously received BLS training were randomly assigned to a video game group or a traditional education group. A total of 117 students completed the study (58 in the video game group and 55 in the traditional education group). The video game group received BLS education using the Lifesaver serious game, while the traditional group received a lecture based on national BLS guidelines and hands-on practice with a CPR training manikin. BLS knowledge and skills were assessed at baseline, 1 month, and 6 months using validated knowledge and skill assessment forms. The primary objective was to determine whether the serious game improved BLS knowledge and skill scores compared with traditional training and whether the effect persisted at 1- and 6-month follow-up.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Nov 2021
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
November 22, 2021
CompletedPrimary Completion
Last participant's last visit for primary outcome
June 17, 2022
CompletedStudy Completion
Last participant's last visit for all outcomes
December 2, 2022
CompletedFirst Submitted
Initial submission to the registry
December 3, 2025
CompletedFirst Posted
Study publicly available on registry
December 16, 2025
CompletedDecember 17, 2025
December 1, 2025
7 months
December 3, 2025
December 16, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Change in CPR Knowledge Score After Training
A multiple-choice CPR knowledge assessment consisting of 15 items was used to measure adolescents' theoretical understanding of adult Basic Life Support. Each correct answer was scored as 1 point, with total scores ranging from 0 to 15. Knowledge scores were measured at baseline (pre-test), 1 month after training, and 6 months after training in both groups. The primary outcome is the change in knowledge score from baseline to follow-up.
Baseline, 1 month after training, and 6 months after training
Secondary Outcomes (1)
Change in CPR Skill Performance Score After Training
Baseline, 1 month, and 6 months after training
Study Arms (2)
Video Game-Based CPR Training Group
ACTIVE COMPARATORParticipants in this arm received CPR training using the Lifesaver interactive video game developed by Resuscitation Council (UK). Training was completed individually under supervision using mobile phones. The video game provides a realistic CPR scenario and immediate feedback. No additional classical teaching was provided prior to the intervention.
Traditional Instructor-Led CPR Training Group
ACTIVE COMPARATORParticipants in this arm received traditional CPR training delivered by a certified instructor. Training included a theoretical lecture based on the Ministry of Health Adult Basic Life Support curriculum, followed by hands-on CPR practice using an adult manikin. Each session lasted approximately 2 hours. No video game or digital tool was used in this training.
Interventions
Participants received a traditional instructor-led CPR training consisting of a theoretical lecture based on the Ministry of Health Adult Basic Life Support guidelines and hands-on CPR practice using an adult manikin. Training lasted approximately 2 hours and did not include any digital or game-based components.
The Lifesaver video game is an interactive, scenario-based CPR training tool developed by the Resuscitation Council (UK). Participants use their mobile phones to complete a simulated cardiac arrest scenario involving a teenage victim. The game teaches recognition of cardiac arrest, calling emergency services, performing chest compressions, rescue breaths, and AED use. Training was completed individually under supervision.
Eligibility Criteria
You may qualify if:
- Students enrolled in the 11th grade at Üsküdar High School, Aged 15-17 years,
- Volunteered to participate in the study,
- Owns a smartphone capable of running the Lifesaver video game,
- No health problems affecting verbal communication,
- Provided written informed consent signed by both the student and their parent/guardian
You may not qualify if:
- Received Basic Life Support (BLS/CPR) training within the past 12 months,
- Transferred to another school during the study period,
- Declined to participate or withdrew consent at any time
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Istanbul Uskudar High School
Üsküdar, Istanbul, 34674, Turkey (Türkiye)
Related Links
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- HEALTH SERVICES RESEARCH
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR INVESTIGATOR
- PI Title
- Assistant Professor
Study Record Dates
First Submitted
December 3, 2025
First Posted
December 16, 2025
Study Start
November 22, 2021
Primary Completion
June 17, 2022
Study Completion
December 2, 2022
Last Updated
December 17, 2025
Record last verified: 2025-12