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Basic Life Support Training CourseNCT07286708

Serious Game vs Traditional BLS Training in Adolescents

A study testing Lifesaver Video Game CPR Training and Traditional Instructor-Led CPR Training in people with Basic Life Support Training Course and Cardiopulmonary Resuscitation (CPR), run by Burcu SELVI CALSIKAN at 1 site in Turkey (Türkiye).

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

This randomized controlled trial aimed to compare the effects of a serious video game and traditional training on adolescents' basic life support (BLS) knowledge and skills. The study was conducted at Üsküdar High School in Istanbul, Turkey, between November 2021 and June 2022. Read more about this study

Who is it for?
Ages 15 to 17 years
What is being tested?
Lifesaver Video Game CPR Training and Traditional Instructor-Led CPR Training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
117 participants
Where
1 siteTurkey (Türkiye)
Study dates
22 Nov 2021to 2 Dec 2022
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 15 to 17 years
  • All sexes
  • No healthy volunteers
  • Child

Who may be able to join

  • Students enrolled in the 11th grade at Üsküdar High School, Aged 15-17 years,
  • Volunteered to participate in the study,
  • Owns a smartphone capable of running the Lifesaver video game,
  • No health problems affecting verbal communication,
  • Provided written informed consent signed by both the student and their parent/guardian

Who cannot join

  • Received Basic Life Support (BLS/CPR) training within the past 12 months,
  • Transferred to another school during the study period,
  • Declined to participate or withdrew consent at any time

Trial locations and contacts

1 site in 1 country.

Turkey (Türkiye)1 site
  • Istanbul Uskudar High School

    Üsküdar, Istanbul, 34674

Other trials in Turkey (Türkiye)

About this study

Official title: Effect of a Serious Video Game Versus Traditional Training on Basic Life Support Knowledge and Skills in Adolescents: A Randomized Controlled Trial

This randomized controlled trial aimed to compare the effects of a serious video game and traditional training on adolescents' basic life support (BLS) knowledge and skills. The study was conducted at Üsküdar High School in Istanbul, Turkey, between November 2021 and June 2022. Eleventh-grade students aged 15-17 years who had not previously received BLS training were randomly assigned to a video game group or a traditional education group. A total of 117 students completed the study (58 in the video game group and 55 in the traditional education group). The video game group received BLS education using the Lifesaver serious game, while the traditional group received a lecture based on national BLS guidelines and hands-on practice with a CPR training manikin. BLS knowledge and skills were assessed at baseline, 1 month, and 6 months using validated knowledge and skill assessment forms. The primary objective was to determine whether the serious game improved BLS knowledge and skill scores compared with traditional training and whether the effect persisted at 1- and 6-month follow-up.

Read the detailed description

This randomized controlled trial evaluated the effectiveness of a serious video game compared with traditional training on adolescents' basic life support (BLS) knowledge and skills. A total of 117 high school students (aged 15-17 years) were randomly assigned to either the video game group (Lifesaver interactive scenario) or the traditional lecture-plus-practice group. All participants completed baseline, 1-month, and 6-month assessments using a 15-item BLS knowledge test and a 22-item skill performance checklist completed on a CPR manikin.

The video game group received a 13-minute interactive scenario-based BLS training, while the control group received a guideline-based lecture and hands-on manikin practice. Outcomes included changes in BLS knowledge and skill scores over time and group differences in short- and long-term retention.

Data were analyzed using nonparametric tests due to non-normal distribution. The study aimed to determine whether the serious game improves BLS learning and retention compared with traditional instruction.

Being tested
Lifesaver Video Game CPR Training, Traditional Instructor-Led CPR Training
Keywords
Adolescent, Basic life support, Traditional Training, Serious Video Game

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Lifesaver Video Game CPR TrainingOther

    The Lifesaver video game is an interactive, scenario-based CPR training tool developed by the Resuscitation Council (UK). Participants use their mobile phones to complete a simulated cardiac arrest scenario involving a teenage victim. The game teaches recognition of cardiac arrest, calling emergency services, performing chest compressions, rescue breaths, and AED use. Training was completed individually under supervision.

  • Traditional Instructor-Led CPR TrainingOther

    Participants received a traditional instructor-led CPR training consisting of a theoretical lecture based on the Ministry of Health Adult Basic Life Support guidelines and hands-on CPR practice using an adult manikin. Training lasted approximately 2 hours and did not include any digital or game-based components.

Study groups in NCT07286708
Study groupRoleWhat they receive
Video Game-Based CPR Training GroupActive comparatorParticipants in this arm received CPR training using the Lifesaver interactive video game developed by Resuscitation Council (UK). Training was completed individually under supervision using mobile phones. The video game provides a realistic CPR scenario and immediate feedback. No additional classical teaching was provided prior to the intervention.
Receives: Other: Lifesaver Video Game CPR Training
Traditional Instructor-Led CPR Training GroupActive comparatorParticipants in this arm received traditional CPR training delivered by a certified instructor. Training included a theoretical lecture based on the Ministry of Health Adult Basic Life Support curriculum, followed by hands-on CPR practice using an adult manikin. Each session lasted approximately 2 hours. No video game or digital tool was used in this training.
Receives: Other: Traditional Instructor-Led CPR Training

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Change in CPR Knowledge Score After Training

    A multiple-choice CPR knowledge assessment consisting of 15 items was used to measure adolescents' theoretical understanding of adult Basic Life Support. Each correct answer was scored as 1 point, with total scores ranging from 0 to 15. Knowledge scores were measured at baseline (pre-test), 1 month after training, and 6 months after training in both groups. The primary outcome is the change in knowledge score from baseline to follow-up.

    Measured: Baseline, 1 month after training, and 6 months after training

Secondary outcomes (1)
  1. Change in CPR Skill Performance Score After Training

    A 22-item CPR skill performance checklist scored using a 3-point Likert scale (0 = insufficient, 1 = needs improvement, 2 = sufficient), with total scores ranging from 0 to 44. Skill performance was assessed using an adult CPR manikin at baseline, 1 month, and 6 months after training. The outcome reflects changes in CPR skill competency over time.

    Measured: Baseline, 1 month, and 6 months after training

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted16 Dec 2025
  2. Study start22 Nov 2021
  3. Primary completion17 Jun 2022
  4. Study completion2 Dec 2022

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Health services research
Allocation
Randomised
Intervention model
Parallel groups
Model description
Participants were randomly assigned to either the video game-based CPR training group or the traditional instructor-led CPR training group in a parallel two-arm design.
Masking
None (open label)
Enrolment
117 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07286708
Sponsor's protocol ID
2020/177
Status last verified
Dec 2025
First submitted
3 Dec 2025
Last updated
17 Dec 2025
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No

Questions about this trial

What is this clinical trial studying?

A study testing Lifesaver Video Game CPR Training and Traditional Instructor-Led CPR Training in people with Basic Life Support Training Course and Cardiopulmonary Resuscitation (CPR), run by Burcu SELVI CALSIKAN at 1 site in Turkey (Türkiye).

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 5 inclusion and 3 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 17 Dec 2025. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Change in CPR Knowledge Score After Training (time frame: Baseline, 1 month after training, and 6 months after training). It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 17 Dec 2025; AzTrials last refreshed its copy on 6 Nov 2026.

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