Serious gaming technology in major incident triage training: A pragmatic controlled trial

Objective: By exploiting video games technology, serious games strive to deliver affordable, accessible and usable interactive virtual worlds, supporting applications in training, education, marketing and design. The aim of the present study was to evaluate the effectiveness of such a serious game i...

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Main Authors: Knight, J., Carley, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, Sara, Dunwell, I., Mackway-Jones, K.
Format: Journal Article
Published: Elsevier 2010
Online Access:http://hdl.handle.net/20.500.11937/46671
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author Knight, J.
Carley, S.
Tregunna, B.
Jarvis, S.
Smithies, R.
de Freitas, Sara
Dunwell, I.
Mackway-Jones, K.
author_facet Knight, J.
Carley, S.
Tregunna, B.
Jarvis, S.
Smithies, R.
de Freitas, Sara
Dunwell, I.
Mackway-Jones, K.
author_sort Knight, J.
building Curtin Institutional Repository
collection Online Access
description Objective: By exploiting video games technology, serious games strive to deliver affordable, accessible and usable interactive virtual worlds, supporting applications in training, education, marketing and design. The aim of the present study was to evaluate the effectiveness of such a serious game in the teaching of major incident triage by comparing it with traditional training methods. Design: Pragmatic controlled trial. Method: During Major Incident Medical Management and Support Courses, 91 learners were randomly distributed into one of two training groups: 44 participants practiced triage sieve protocol using a cardsort exercise, whilst the remaining 47 participants used a serious game. Following the training sessions, each participant undertook an evaluation exercise, whereby they were required to triage eight casualties in a simulated live exercise. Performance was assessed in terms of tagging accuracy (assigning the correct triage tag to the casualty), step accuracy (following correct procedure) and time taken to triage all casualties. Additionally, the usability of both the card-sort exercise and video game were measured using a questionnaire. Results: Tagging accuracy by participants who underwent the serious game training was significantly higher than those who undertook the card-sort exercise [Chi2 = 13.126, p = 0.02]. Step accuracy was also higher in the serious game group but only for the numbers of participants that followed correct procedure when triaging all eight casualties [Chi2 = 5.45, p = 0.0196]. There was no significant difference in time to triage all casualties (card-sort = 435±74 s vs video game = 456±62 s, p = 0.155). Conclusion: Serious game technologies offer the potential to enhance learning and improve subsequent performance when compared to traditional educational methods.
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institution Curtin University Malaysia
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last_indexed 2025-11-14T09:31:03Z
publishDate 2010
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spelling curtin-20.500.11937-466712017-09-13T14:08:48Z Serious gaming technology in major incident triage training: A pragmatic controlled trial Knight, J. Carley, S. Tregunna, B. Jarvis, S. Smithies, R. de Freitas, Sara Dunwell, I. Mackway-Jones, K. Objective: By exploiting video games technology, serious games strive to deliver affordable, accessible and usable interactive virtual worlds, supporting applications in training, education, marketing and design. The aim of the present study was to evaluate the effectiveness of such a serious game in the teaching of major incident triage by comparing it with traditional training methods. Design: Pragmatic controlled trial. Method: During Major Incident Medical Management and Support Courses, 91 learners were randomly distributed into one of two training groups: 44 participants practiced triage sieve protocol using a cardsort exercise, whilst the remaining 47 participants used a serious game. Following the training sessions, each participant undertook an evaluation exercise, whereby they were required to triage eight casualties in a simulated live exercise. Performance was assessed in terms of tagging accuracy (assigning the correct triage tag to the casualty), step accuracy (following correct procedure) and time taken to triage all casualties. Additionally, the usability of both the card-sort exercise and video game were measured using a questionnaire. Results: Tagging accuracy by participants who underwent the serious game training was significantly higher than those who undertook the card-sort exercise [Chi2 = 13.126, p = 0.02]. Step accuracy was also higher in the serious game group but only for the numbers of participants that followed correct procedure when triaging all eight casualties [Chi2 = 5.45, p = 0.0196]. There was no significant difference in time to triage all casualties (card-sort = 435±74 s vs video game = 456±62 s, p = 0.155). Conclusion: Serious game technologies offer the potential to enhance learning and improve subsequent performance when compared to traditional educational methods. 2010 Journal Article http://hdl.handle.net/20.500.11937/46671 10.1016/j.resuscitation.2010.03.042 Elsevier restricted
spellingShingle Knight, J.
Carley, S.
Tregunna, B.
Jarvis, S.
Smithies, R.
de Freitas, Sara
Dunwell, I.
Mackway-Jones, K.
Serious gaming technology in major incident triage training: A pragmatic controlled trial
title Serious gaming technology in major incident triage training: A pragmatic controlled trial
title_full Serious gaming technology in major incident triage training: A pragmatic controlled trial
title_fullStr Serious gaming technology in major incident triage training: A pragmatic controlled trial
title_full_unstemmed Serious gaming technology in major incident triage training: A pragmatic controlled trial
title_short Serious gaming technology in major incident triage training: A pragmatic controlled trial
title_sort serious gaming technology in major incident triage training: a pragmatic controlled trial
url http://hdl.handle.net/20.500.11937/46671