National project assesses the effectiveness of gamified CPR training in students, indicating strong acceptability and improved skills.
There are multiple models to train school students to provide effective cardiopulmonary resuscitation (CPR) and apply automatic external defibrillator (AED). However, few have assessed gamified, video-based training to teach school children. This national project aimed to assess the acceptability and effectiveness of a video-based, gamified educational program (CardiacCrash™), to teach students in classroom setting, how to respond to a cardiac arrest. This interrupted time series study assessed students’ acceptability of the program, their perceived confidence in responding to cardiac arrest and their effectiveness at performing CPR. Paper-based surveys administered before and after the educational sessions. CPR performance (rate, depth) for students was measured quantitatively using Laerdal Resusci Anne QCPR manikins. A total of 1958 students from 21 schools in three Canadian provinces participated between October 2023 and June 2024 (average age of 13± 2.4 years). About 49.7% (969) were male and 54.8% were secondary school students. About 42.3% had prior CPR training. Students reported: the program was easy to understand (83.5%), fun (90.2%), the right length (72.0%), and they would recommend to friends (88.9%). The self-confidence of all school students increased significantly in all outcome measures post-training, particularly in those without prior CPR training. All students achieved appropriate CPR depth and rate, as per guidelines; however, secondary students were significantly better at providing effective compressions compared to elementary students. A novel, gamified, video-based, educational program is acceptable to school-aged children and appears effective at teaching them CPR and AED usage.
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Allan et al. (2026) studied this question.
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