{"title":"转变医疗培训:个性化和游戏化急救教育","authors":"Fatima Farooq, Kashif Ishaq, Atif Alvi, Fadhilah Rosdi, Naeem A. Nawaz","doi":"10.1155/hbe2/8256881","DOIUrl":null,"url":null,"abstract":"<p>The growth in interest has shown great promise in game-based learning, with particular potential found in healthcare for first aid training. This study indicates that the issues with conventional first aid training, such as with nonexperts and youth, can be resolved by games. The present study is aimed at designing, implementing, and evaluating a gamified first aid training system using the First Aid Serious Game Design Model (FASGDM) to enhance user motivation, knowledge retention, and practical application of first aid techniques. Feedback was incorporated in the design process to make sure the refinement of low-fidelity and high-fidelity prototypes to ensure usability and accuracy with an interrater reliability (IRR) coefficient of 90%, confirming the gamified system’s effectiveness and reliability. A quasiexperimental study was conducted with 40 students aged 12–15 years, divided into a control group (<i>n</i> = 20) who received traditional lessons and an experimental group (<i>n</i> = 20) trained using the gamified prototype. Pretest results showed equal performance in both groups, while posttest results revealed significant improvement in the experimental group’s performance through statistical analysis <i>t</i> = −23.77, df = 24, <i>p</i> < 0.05. The gamified approach increased engagement, improved knowledge retention, and increased learner’s confidence in applying first aid skills in real-life scenarios, contributing to improved public health outcomes.</p>","PeriodicalId":36408,"journal":{"name":"Human Behavior and Emerging Technologies","volume":"2025 1","pages":""},"PeriodicalIF":3.0000,"publicationDate":"2025-08-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/8256881","citationCount":"0","resultStr":"{\"title\":\"Transforming Healthcare Training: Personalized and Gamified First Aid Education\",\"authors\":\"Fatima Farooq, Kashif Ishaq, Atif Alvi, Fadhilah Rosdi, Naeem A. Nawaz\",\"doi\":\"10.1155/hbe2/8256881\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>The growth in interest has shown great promise in game-based learning, with particular potential found in healthcare for first aid training. This study indicates that the issues with conventional first aid training, such as with nonexperts and youth, can be resolved by games. The present study is aimed at designing, implementing, and evaluating a gamified first aid training system using the First Aid Serious Game Design Model (FASGDM) to enhance user motivation, knowledge retention, and practical application of first aid techniques. Feedback was incorporated in the design process to make sure the refinement of low-fidelity and high-fidelity prototypes to ensure usability and accuracy with an interrater reliability (IRR) coefficient of 90%, confirming the gamified system’s effectiveness and reliability. A quasiexperimental study was conducted with 40 students aged 12–15 years, divided into a control group (<i>n</i> = 20) who received traditional lessons and an experimental group (<i>n</i> = 20) trained using the gamified prototype. Pretest results showed equal performance in both groups, while posttest results revealed significant improvement in the experimental group’s performance through statistical analysis <i>t</i> = −23.77, df = 24, <i>p</i> < 0.05. The gamified approach increased engagement, improved knowledge retention, and increased learner’s confidence in applying first aid skills in real-life scenarios, contributing to improved public health outcomes.</p>\",\"PeriodicalId\":36408,\"journal\":{\"name\":\"Human Behavior and Emerging Technologies\",\"volume\":\"2025 1\",\"pages\":\"\"},\"PeriodicalIF\":3.0000,\"publicationDate\":\"2025-08-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://onlinelibrary.wiley.com/doi/epdf/10.1155/hbe2/8256881\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Human Behavior and Emerging Technologies\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1155/hbe2/8256881\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, MULTIDISCIPLINARY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Human Behavior and Emerging Technologies","FirstCategoryId":"1085","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1155/hbe2/8256881","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, MULTIDISCIPLINARY","Score":null,"Total":0}
Transforming Healthcare Training: Personalized and Gamified First Aid Education
The growth in interest has shown great promise in game-based learning, with particular potential found in healthcare for first aid training. This study indicates that the issues with conventional first aid training, such as with nonexperts and youth, can be resolved by games. The present study is aimed at designing, implementing, and evaluating a gamified first aid training system using the First Aid Serious Game Design Model (FASGDM) to enhance user motivation, knowledge retention, and practical application of first aid techniques. Feedback was incorporated in the design process to make sure the refinement of low-fidelity and high-fidelity prototypes to ensure usability and accuracy with an interrater reliability (IRR) coefficient of 90%, confirming the gamified system’s effectiveness and reliability. A quasiexperimental study was conducted with 40 students aged 12–15 years, divided into a control group (n = 20) who received traditional lessons and an experimental group (n = 20) trained using the gamified prototype. Pretest results showed equal performance in both groups, while posttest results revealed significant improvement in the experimental group’s performance through statistical analysis t = −23.77, df = 24, p < 0.05. The gamified approach increased engagement, improved knowledge retention, and increased learner’s confidence in applying first aid skills in real-life scenarios, contributing to improved public health outcomes.
期刊介绍:
Human Behavior and Emerging Technologies is an interdisciplinary journal dedicated to publishing high-impact research that enhances understanding of the complex interactions between diverse human behavior and emerging digital technologies.