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    Serious gaming technology in major incident triage training: A pragmatic controlled trial

    Access Status
    Fulltext not available
    Authors
    Knight, J.
    Carley, S.
    Tregunna, B.
    Jarvis, S.
    Smithies, R.
    de Freitas, Sara
    Dunwell, I.
    Mackway-Jones, K.
    Date
    2010
    Type
    Journal Article
    
    Metadata
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    Citation
    Knight, J. and Carley, S. and Tregunna, B. and Jarvis, S. and Smithies, R. and de Freitas, S. and Dunwell, I. et al. 2010. Serious gaming technology in major incident triage training: A pragmatic controlled trial. Resuscitation. 81 (9): pp. 1175-1179.
    Source Title
    Resuscitation
    DOI
    10.1016/j.resuscitation.2010.03.042
    ISSN
    0300-9572
    URI
    http://hdl.handle.net/20.500.11937/46671
    Collection
    • Curtin Research Publications
    Abstract

    Objective: By exploiting video games technology, serious games strive to deliver affordable, accessible and usable interactive virtual worlds, supporting applications in training, education, marketing and design. The aim of the present study was to evaluate the effectiveness of such a serious game in the teaching of major incident triage by comparing it with traditional training methods. Design: Pragmatic controlled trial. Method: During Major Incident Medical Management and Support Courses, 91 learners were randomly distributed into one of two training groups: 44 participants practiced triage sieve protocol using a cardsort exercise, whilst the remaining 47 participants used a serious game. Following the training sessions, each participant undertook an evaluation exercise, whereby they were required to triage eight casualties in a simulated live exercise. Performance was assessed in terms of tagging accuracy (assigning the correct triage tag to the casualty), step accuracy (following correct procedure) and time taken to triage all casualties. Additionally, the usability of both the card-sort exercise and video game were measured using a questionnaire. Results: Tagging accuracy by participants who underwent the serious game training was significantly higher than those who undertook the card-sort exercise [Chi2 = 13.126, p = 0.02]. Step accuracy was also higher in the serious game group but only for the numbers of participants that followed correct procedure when triaging all eight casualties [Chi2 = 5.45, p = 0.0196]. There was no significant difference in time to triage all casualties (card-sort = 435±74 s vs video game = 456±62 s, p = 0.155). Conclusion: Serious game technologies offer the potential to enhance learning and improve subsequent performance when compared to traditional educational methods.

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