Gamificación como metodología didáctica para soporte vital básico en estudiantes de medicinaestudio piloto de simulación con maniquís

  1. Martín Otero Agra 1
  2. María Teresa Hermo Gonzalo 11
  3. Santiago Martínez Isasi 2
  4. María Fernández Méndez 11
  5. María Jesús Domínguez Graña 1
  6. Felipe Fernández Méndez 11
  1. 1 Universidade de Vigo
    info

    Universidade de Vigo

    Vigo, España

    ROR https://ror.org/05rdf8595

  2. 2 Universidade de Santiago de Compostela
    info

    Universidade de Santiago de Compostela

    Santiago de Compostela, España

    ROR https://ror.org/030eybx10

Zeitschrift:
Tiempos de enfermería y salud = Nursing and health times

ISSN: 2530-4453

Datum der Publikation: 2020

Nummer: 9

Seiten: 34-38

Art: Artikel

Andere Publikationen in: Tiempos de enfermería y salud = Nursing and health times

Indikatoren

Índice Dialnet de Revistas

  • Jahr 2020
  • Impact Factor der Zeitschrift: 0,000
  • Bereich: ENFERMERÍA Quartil: C4 Position im Bereich: 32/42

Zusammenfassung

Objective: Assessing a gamification teaching me-thodology with a theoretical-practical approach in medical students’ basic life support (BLS) education.Methods: 18 medical students with previous trai-ning during their university degree participated in a simulation pilot study. An assessment of the tra-ining received and a prior evaluation of theoretical knowledge and practical skills of cardiopulmonary resuscitation (CPR) with mouth-to-mouth ventila-tion (MMV) and bag-valve-mask ventilation (BMV) (T0) were performed. Subsequently, a 2-hour theore-tical-practical gamification training was performed. Finally, the participants assessed the training with gamification and performed a subsequent evalua-tion of theoretical knowledge and practical skills (T1).Results: Participants show a higher quality of CPR with MMV [T0: 30 % (17 – 43) vs T1: 72 % (58 – 87); p = 0.002] and with BMV [T0: 41 % (26 – 56) vs T1: 76 % (60 – 91); p = 0.002] after training with gamification. They also show higher qualifications in theoretical knowledge [T0: 5.3 (4.6 – 6.0) vs T1: 8.4 (7.9 - 8.9); p = 0.001] after training with gamification. A higher percentage of participants valued the use of gami-fication positively (93 %) compared to the training received in their university education (43 %) (p = 0.013).Conclusion: It would be necessary to emphasize the improvement of BLS training of medical students, being an option the use of a gamification methodo-logy