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Enhancing Equity in Schoolchildren's Basic Life Support Education in Brazil Through Serious Games: Cohort Study
Uri Adrian Prync Flato1, Adriana Flato2, Isabella Bispo Diaz T Martins3
1Critical Care Unit, Hospital Vila Nova Star-Rede D'Or São Paulo/ São Luiz Itaim-Rede D'Or, Dr. Alceu de Campos Rodrigues, 126, São Paulo, 04544-000, Brazil, 55 11975858889, 55 975858889.
Children’s basic life support (BLS) skills are influenced more by age and physical development than socioeconomic status. Gamified training effectively improved cardiopulmonary resuscitation (CPR) knowledge and skills for all students, showing promise for equitable BLS education.
Area of Science:
- Public Health
- Pediatric Resuscitation
- Educational Technology
Background:
- Out-of-hospital cardiac arrests (OHCAs) often occur in homes, with children as potential first responders.
- Basic life support (BLS) training is recommended for children, but global disparities hinder implementation, especially in low-resource settings.
- Younger children face physical limitations impacting their ability to perform effective cardiopulmonary resuscitation (CPR).
Purpose of the Study:
- To compare CPR performance between public and private school students after a game-based BLS intervention.
- To evaluate the effectiveness of a serious game (Kids Save Hearts) in improving BLS knowledge across different socioeconomic backgrounds.
Main Methods:
- An observational cohort study involved 336 students (aged 7-17) from public and private schools in Brazil.
- Participants received video-based CPR training followed by gamified training using the Children Save Hearts serious game.
- CPR quality was assessed using Quality of Cardiopulmonary Resuscitation (QCPR) scores, with anthropometric and socioeconomic data collected.
Main Results:
- Older students (11-17 years) demonstrated significantly better compression depth and QCPR scores than younger students (7-10 years).
- While private school students had higher grip strength, school type did not significantly impact CPR quality.
- The serious game intervention universally improved BLS knowledge and skills, irrespective of age or socioeconomic status.
Conclusions:
- Age and physical development are key determinants of CPR quality, outweighing socioeconomic factors.
- Game-based BLS interventions are effective and equitable training tools, improving knowledge and skills across diverse student populations.
- Findings support the scalability of gamified BLS programs in resource-limited settings for enhanced public health outcomes.
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