Effects of a serious smartphone game on nursing students’ theoretical knowledge and practical skills in adult basic life support: randomized wait list-controlled trial.
Open accessAbstract
Background: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time. To combat this, the European Resuscitation Council and the American Heart Association recommend shorter, more frequent BLS sessions. Emphasizing technology-enhanced learning, such as mobile learning, aims to increase out-of-hospital cardiac arrest (OHCA) survival and is becoming more integral in nursing education. Objective: The aim of this study was to investigate whether playing a serious smartphone game called MOBICPR at home can improve and retain nursing students’ theoretical knowledge of and practical skills in adult BLS. Methods: This study used a randomized wait list–controlled design. Nursing students were randomly assigned in a 1:1 ratio to either a MOBICPR intervention group (MOBICPR-IG) or a wait-list control group (WL-CG), where the latter received the MOBICPR game 2 weeks after the MOBICPR-IG. The aim of the MOBICPR game is to engage participants in using smartphone gestures (eg, tapping) and actions (eg, talking) to perform evidence-based adult BLS on a virtual patient with OHCA. The participants’ theoretical knowledge of adult BLS was assessed using a questionnaire, while their practical skills were evaluated on cardiopulmonary resuscitation quality parameters using a manikin and a checklist. Results: In total, 43 nursing students participated in the study, 22 (51%) in MOBICPR-IG and 21 (49%) in WL-CG. There were differences between the MOBICPR-IG and the WL-CG in theoretical knowledge (P=.04) but not in practical skills (P=.45) after MOBICPR game playing at home. No difference was noted in the retention of participants’ theoretical knowledge and practical skills of adult BLS after a 2-week break from playing the MOBICPR game (P=.13). Key observations included challenges in response checks with a face-down manikin and a general neglect of safety protocols when using an automated external defibrillator. Conclusions: Playing the MOBICPR game at home has the greatest impact on improving the theoretical knowledge of adult BLS in nursing students but not their practical skills. Our findings underscore the importance of integrating diverse scenarios into adult BLS training. Trial Registration: ClinicalTrials.gov (NCT05784675); https://clinicaltrials.gov/study/NCT05784675
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Smartphone-based serious games offer novel means for autonomous knowledge consolidation.
“smartphone-based serious games offer novel means for autonomous knowledge consolidation (15)”
From Application effect of Miller’s pyramid teaching method based on HeartCode BLS in basic life support training for nursing students (2026) · cites this paper as [15]
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The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 1,458 · cited 1× · see citing works
“Conversely, serious games are crafted to use a specific type of game (eg, computer or mobile games) for the purpose of learning about significant subjects, such as adult BLS content education at the higher education level [24].”
BackgroundRatinho, E., & Martins, C. (2023) · Heliyon · doi:10.1016/j.heliyon.2023.e19033 · Cited by 221 · see citing works
Basic life support training for undergraduate nursing students: an integrative review.
Dick-Smith, F., Power, T., Martinez-Maldonado, R., & Elliott, D. (2021) · Nurse Education in Practice · doi:10.1016/j.nepr.2020.102957 · Cited by 40 · see citing works
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Sorted by citations
Xu, W., Cheng, F., Li, Z., & Wang, Y. (2026) · Frontiers in Medicine · doi:10.3389/fmed.2026.1863479
- Authors
- Fijačko, N., Masterson Creber, R., Metličar, Š., Strnad, M., Greif, R., Štiglic, G., & Skok, P.
- Affiliations
- University of Maribor (SI)
- Ljubljana University Medical Centre (SI)
- Sigmund Freud Privatuniversität Wien (AT)
- University Clinical Centre Maribor (SI)
- Corresponding author
- Fijačko, Nino
- ORCID
- Venue
- JMIR Serious Games
- Publisher
- JMIR Publications Inc.
- Published
- 2024-04-05
- Volume
- 12
- Pages
- e56037
- ISSN
- 2291-9279 (ISSN-L)
- PMC
- PMC11031703
- OpenAlex
- W4393993737
- Cited by
- 29
- References
- 3
- Citations by year
- 2026: 11 · 2025: 12 · 2024: 6
- FWCI
- 15.63
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- cc-by
- Locations
- JMIR Serious Games (publishedVersion, cc-by)
- PubMed (publishedVersion)
- PubMed Central (publishedVersion, cc-by)
- Bern Open Repository and Information System (University of Bern) (submittedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Open Access CRIS of the University of Bern
- Funders
- Javna Agencija za Raziskovalno Dejavnost RS (N3-0307, P2-0057)
- NextGenerationEU
- Topics
- Health Sciences › Medicine › Emergency Medicine › Cardiac Arrest and Resuscitation
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Medicine › Physiology › Simulation-Based Education in Healthcare
- Keywords
- serious games, mobile gaming, adult basic life support, cardiopulmonary resuscitation, nursing students, mobile learning, knowledge retention, resuscitation skills, out-of-hospital cardiac arrest, automated external defibrillators, virtual patient simulation, safety procedures, technology-enhanced learning, nursing education, home-based exercise, game-based learning, gamification
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