Sep 2026· Revista de innovación y buenas prácticas docentes· 0 citations· 18 references
TL;DR
ReanimaUdeC, an interactive serious game for the self-directed learning of basic CPR among medical students is an effective and equitable strategy for strengthening CPR competencies in medical education.
Abstract
Teaching basic Cardiopulmonary Resuscitation (CPR) is a priority in health education. Objective: The purpose of this study was to design and evaluate ReanimaUdeC, an interactive serious game for the self-directed learning of basic CPR among medical students. Method: The experience of 111 students (1st through 4th year) was evaluated using a sequential explanatory mixed-methods design, employing the Gameful Experience (GAMEX) scale and open-ended questions. Results: Participants reported high levels of enjoyment (M = 4.18), creative thinking (M = 3.79), and arousal (M = 3.50), along with low levels of negative affect (M = 1.79); no significant differences were observed by gender or year of study. Qualitative comments highlighted the educational utility, realism, and emotional satisfaction provided by the resource. Conclusion: ReanimaUdeC is an effective and equitable strategy for strengthening CPR competencies in medical education.
BACKGROUND
Serious games (SGs) use game-based principles seen in entertaining games but for an educational purpose. The integration of SGs into health profession education has gained increasing attention to enhance learning outcomes and prepare students for clinical practice. SGs provide students with a realistic clini...
Basmah Salim Binladen, Shannon Porter, C. Brown Wilson· Nurse Education Today· 0 citations
Objective: To evaluate the immediate effect of vodcasts (video-on-demand) on medical students' cognitive performance in cardiopulmonary resuscitation (CPR) and on their motivation, using a quasi-experimental pre-test and post-test design. Methods: A quasi-experimental pre-test and post-test study was conducted with 14...
Saulo Rodrigues de Oliveira Leite, A. Vaz, Denise da Silveira Lemos et al.· Revista Eletrônica Acervo Sa...· 0 citations
This study explored the impact of a hybrid Sport Education and Teaching Games for Understanding model on students’ holistic learning outcomes. A descriptive experimental design was used with 80 participants (54 males and 26 females;
M
age
= 18.18,
SD
= 0.39). Cognitive and physical outcomes were assessed using...
Jean de Dieu Habyarimana, Ke Zhou· Journal of teaching in physi...· 0 citations
This study aims to analyze the effectiveness of integrating traditional games into contextual Physical Education, Sports, and Health learning for students in the Merapi disaster-prone area. The research design followed a quantitative one-group pretest posttest design as stipulated in the proposal. For the purposes of d...
Ridho Gata Wijaya, Guntur, W. Rizkyanto et al.· JPPI (Jurnal Penelitian Pend...· 0 citations
Purpose Physically Active Learning (PAL) integrates purposeful movement into academic instruction and has been associated with improved student learning and health outcomes in school settings. However, evidence supporting PAL implementation in higher education is limited. This mixed-methods pilot study evaluated univer...
B. McLeod, S. Lai, Jo Salmon et al.· Frontiers in Sports and Acti...· 0 citations