TY - JOUR AU - Fijačko, Nino AU - Masterson Creber, Ruth AU - Metličar, Špela AU - Strnad, Matej AU - Greif, Robert AU - Štiglic, Gregor AU - Skok, Pavel PY - 2024 DA - 2024/4/5 TI - Effects of a Serious Smartphone Game on Nursing Students' Theoretical Knowledge and Practical Skills in Adult Basic Life Support: Randomized Wait List–Controlled Trial JO - JMIR Serious Games SP - e56037 VL - 12 KW - serious smartphone game KW - adult basic life support KW - teaching KW - game KW - games KW - gaming KW - education KW - nurse KW - nursing KW - nurses KW - educational KW - mHealth KW - mobile health KW - app KW - apps KW - application KW - applications KW - smartphone KW - smartphones KW - RCT KW - randomized controlled trial KW - controlled trial KW - technology-enhanced learning KW - TEL KW - life support KW - knowledge retention KW - theoretical knowledge KW - practice KW - practical KW - resuscitation AB - 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 SN - 2291-9279 UR - https://games.jmir.org/2024/1/e56037 UR - https://doi.org/10.2196/56037 UR - http://www.ncbi.nlm.nih.gov/pubmed/38578690 DO - 10.2196/56037 ID - info:doi/10.2196/56037 ER -