Simulation and educationGame-based assessment of first aid and resuscitation skills☆
Introduction
Most cardiac arrests occur outside the hospital setting where, in most cases, the general public will be responsible for providing initial basic life support (BLS). Incorporating BLS training in the school curriculum would maximize the number of potential cardiopulmonary resuscitation (CPR) providers in the community.1, 2, 3, 4, 5 Studies have shown that teachers are able to train pupils successfully in CPR.6 With this in mind, training the whole school population can be considered a feasible option for disseminating the importance of acquiring CPR skills.
In designing a first aid training, one major challenge is the assessment of competency (knowledge, skills and attitudes (KSA)). Testing technical skills requires methods and assessment instruments that are somewhat different than those used for cognitive skills.7, 8 Regarding the assessment of technical skills, simulations – manikin simulations,9 standardized patient simulations10, 11 and computer-based simulations12 – are increasingly being used in medical education to ensure that examinees can demonstrate integration of prerequisite KSA in a realistic setting.13 However, a major drawback of computer-based simulations is that in most cases they do not provide the opportunity to conduct a real physical examination or demonstrate motor skills, such as first aid.14, 15 Complex manikins are used to realistically simulate clinical cases, but here users are restricted to conducting physical examinations other than those for which the manikins are designed for.16 Specially trained actors – referred to as “Standardized Patient” (SP) – portray patients with particular health concerns and are able to answer the full spectrum of questions about their condition.17 However, because of the high costs for training, students are not exposed to a large number of cases and the encounters are often only used for summative assessment and not as formative learning activities.18 As a consequence, alternative training and assessment methods that are economically and logistically feasible need to be explored.
Peer assessment is a process wherein peers evaluate each other's work, usually along with, or in place of, an expert marker.19 Peer assessment can be used as a tool for social control, for assessment, for active participation, as learning aid for how to assess.20
Using peer assessment has potential benefits for the assessee and the assessor, for instance sharing the observation or reading burden among multiple assessors since students are considered to be ‘surrogate’ or ‘assistant’ teachers.21 Concerns however exist on the validity and reliability of peer-generated grades. Over 70% of the studies find the reliability and the validity of the peer assessment adequate as compared to expert graders,22, 23 whereas a minority find them variable.19, 24 Nevertheless, several studies conclude that concerns about peer evaluation reliability and validity should not be a barrier to implementing peer evaluations, provided that appropriate scaffolds are applied, e.g. providing guidelines, checklists, or other tangible scaffolding to students, introducing decision making by teams instead of individual peers, etc.24, 25, 26, 27
Peer assessment can also prove to be helpful in terms of providing feedback. Peer feedback can confirm existing information, add new information, identify errors, correct errors, improve conditional application of information, and aid the wider restructuring of theoretical schemata.28 Although peers are not experts in the domain, their feedback can be a trade-off against expertise in terms of being understandable, timely, frequent, extended, individualized and reassuring.29
In general, summative assessment induces a high degree of stress/anxiety, which may have debilitating health, emotional and educational effects.30 To overcome these issues game approaches may be used. Games are interactive, motivating and challenging.26, 31 They provide an opportunity to integrate and demonstrate knowledge and skills, and they give direct feedback. To date, researchers tend to concentrate on the use of games to enhance student learning and delivery of courses.32, 33, 34 Studies have been focused on using games as formative assessment instruments.35 Little research exists on the use of games as a summative assessment tool.
The research question in this study was: Can a board game serve as a valid alternative tool for the summative assessment of first aid competence?
Section snippets
Participants
The sample consisted of students taking the one-year preservice teacher training programme during or after their Master's degree. The course, a first aid training module (including BLS), is part of a compulsory, one-semester course (4 ECTS). The module is organized in four sessions of 4 h during four consecutive weeks. Summative assessment – the focus of this study – took place during the last session. All students freely signed a consent form agreeing on using their results for research
Population demographics
Fifty-five students (42 women and 13 men) participated in this study. The sexes were equally distributed among the two groups. During the review of the peer-grading of the traditional test, a total score for two students was lacking. Therefore, we excluded the 2 students (female) from the analysis. The following data apply to the remaining 53 students.
The mean age was 23.08 (±1.89) years old. At the beginning of the course 38 participants (71.70%) held a master's degree, 15 participants were
Discussion
Mean scores of the game-based assessment did not significantly differ from those of the traditional test, suggesting that the board game can serve as a valid alternative assessment instrument. In this study, several factors may favor the choice of the board game over the traditional exam.
While traditional tests are most likely to induce a high degree of stress/anxiety resulting in a poor performance, games can be fun, motivating, and challenging and therefore able to dispel some fear of
Conclusions
No significant difference was found between the game-based assessment and the traditional test outcomes, indicating that the game format applied in this study might be a valid alternative assessment instrument and might provide an effective means of assessing student competence at the end of a practical course.
Further research is needed on the use of games as summative assessment instruments. While many studies are available on the quality assessment of games, the use of games as learning and
Conflict of interest statement
None to declare.
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Cited by (19)
Knowledge and willingness to teach cardiopulmonary resuscitation: A survey amongst 4273 teachers
2013, ResuscitationCitation Excerpt :The feasibility of automated CPR skills assessment was reported previously by our group and could be used for a yearly skills assessment.24 Charlier and colleagues reported the usefulness of game-based assessment of CPR skills,25 and combining this principle with self-learning could lead to the development of a self-learning CPR game for school children. The approach of training schoolchildren through self-learning or blended learning and the development of “CPR gaming” is an interesting venue for future research.
Novelities in resuscitation training methods
2011, Medicina IntensivaENTRUST: A Serious Game-Based Virtual Patient Platform to Assess Entrustable Professional Activities in Graduate Medical Education
2023, Journal of Graduate Medical EducationEducational board game and flashcard: Which one is better for learners at beginner level of Chinese language?
2020, International Journal of Serious Games
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A Spanish translated version of the summary of this article appears as Appendix in the final online version at doi:10.1016/j.resuscitation.2010.12.003.