P.YUAN1, Z.Q. LI1
Institute of Mental Health1
Emergency resuscitation (ER) and its training have always been a challenge in the mental health setting. Previous preliminary findings supported that gamification in ER training provided positive benefits and effects, where rapid and accurate actions and precise decisions are practised in a fun, game-attractive and non-threatening atmosphere. This study aimed to develop an improved gamification app for improving nurses’ knowledge and skills in managing ER situations.
An android-based mobile interfaced ER simulator was developed. The game allows the player to assert four ER roles in a choking scenario, requiring the players to learn and practise each procedure for the management of an unconscious-choking case through more interactive game mechanics mimicking the kinesthetic actions required. Scoring system, feedback and final outcome of the patient’s survival were built in to provide immediate reinforcement on correct procedures and qualities.
Validation evaluation was conducted with 15 nurses. Posttest found that nurses’ overall confidence in managing ER had improved by a mean of 1.02 (total score 5, SD=.73). Nurses reported positive scores in the 9-factor game satisfaction questionnaire (Usability: Mean=24.86, SD=3.85; Narratives: Mean=11.14, SD=1.77; Play engrossment: Mean=13.29, SD=1.11; Enjoyment: Mean=13.57, SD=1.90; Creative freedom: Mean=14.86, SD=2.48; Audio: Mean=6.86, SD=1.07; Gratification: Mean=11.14, SD=1.86; Social Connectivity=7.29, SD=1.25; Visual aesthetics: Mean=11.00, SD=2.00).
This project provided improved gamification for ER training in the mental health setting. Further testing using experimental methods is needed to provide unequivocal evidence of gamification in ER training. Future research can apply the multi-player gamification method to improve the coordination of multi-disciplinary teams in resuscitation training.