HELD is een serious game die ingezet wordt op scholen in het voortgezet onderwijs binnen het project ‘Reanimatieonderwijs op school’. Leerlingen spelen als huiswerk de game en leren zo de theorie van het reanimeren. Vervolgens krijgen zij op school nog in twee lesuren een praktijkcursus reanimeren. Daarnaast is de game natuurlijk voor iedereen toegankelijk en helpt het ook om de leerstof te blijven herhalen.
‘De bewoners van Heldsinki hebben jouw hulp nodig! Kun jij de 11 reanimatiehandelingen vinden in de game?’
Elke week zijn er in Nederland 300 mensen met een hartstilstand. Hun overlevingskans neemt toe als meer mensen kunnen reanimeren, te beginnen bij de jeugd. HELD zorgt voor een nieuwe reanimatie-generatie!
Held kan gespeeld worden op zowel Windows, MAC OSX, iOS en Android, dus op PC, tablet en telefoon.
Best Serious Game: The unique context for this game is the situation in The Netherlands, with every week 300 people having out of hospital cardiac arrest. Most of them (80-90%) will die unless someone starts to do CPR.
We want to teach a new generation to help saving lives! And that is possible. See attached the article on Kids save lives. The game HELD (HERO) will help to increase the rate of survival. We have tested the game in three school-settings in different levels: MBO, VWO/HAVO and VMBO. Students reacted very enthusiastic to the game and also the teachers did. Thanks to the portal the TU built, they are able to see what the results of their students are during gaming. Because of the game the time for learning CPR shortens from 4 to 2 lessons. That’s what you can call a revolution in education! It will also mean that more schools are willing to join this project and therefore more students will learn CPR. This makes our country more safe when it comes to cardiac arrest.
Effectiveness of the Game - Research results abstract
The Dutch Heart Foundation developed an online game together with game researchers and developers. The game has been played and tested at two Dutch High-schools (N=91); a third school is to follow. At each school, several classes on different levels of education have been selected for participation in the study, based on their voluntary availability. Students were assigned to either the study group or control group by block randomization. The control group followed a traditional ERC course. The study group had access to the online game, and was able to play the game either on a computer or a mobile device at any time and any place. They were requested to accomplish the whole game at least 20 times. Access and scores could be monitored through an online portal. The week after playing the game, these students followed a revised ERC course of 2 hours. A pre-course questionnaire was given to half of the gaming group (N=37). Students of both groups received a post-test immediately after the course. The test was a simulated cardiac arrest, using a Laerdal manikin. Data of the manikin, together with observations of the assessors were collected, using a revised Cardiff list. Immediately after the post-test all students were asked to fill-in a validated questionnaire to collect data about their experience and subjective assessment of the course.
The 10 knowledge-related questions of the pre-course questionnaire showed a low rate of incorrect answers (m=5.6), with the highest percentage of wrong responses with regard to the use of the AED (n=10), the connection to the centralist (n=9), and the right actions to control the breathing of the victim (n=18). Together with the observations and feedback from the Laerdal manikin, we can conclude that the game is a capable tool of knowledge transfer within an ERC course with certain limitations. The game cannot address the use of the AED in enough detail, as well as the correct action of how to check for breathing and to conduct the breast compression. The second part of the game-based ERC course should thus focus strongly on the practical actions, while the game can be used for knowledge transfer in the first place.
Motivatie 2e categorie
Special Award: The game HELD deserves to get a Special Award because of its special societal importance and function for our community. The game helps people, young and old, to learn how to do CPR. With 300 people every week having out of hospital cardiac arrest in the Netherlands, this app helps to increase the rate of survival. It’s revolutionary that, thanks to the app, the average time to attend a CPR-course will be halved, from 4 to 2 hours. Because of that the amount of people who will attend a CPR-course will increase. It will be cheaper and less time to learn to do CPR. The game therefor is special in solving the sociatal problem of cardiac arrest. Especially for young people, a new generation, the app will help. So we get a new resuscitation-generation.