Using Interactive Digital Media to Teach Cardiopulmonary Resuscitation to High School Students
Project Number5R42GM133243-03
Former Number2R42GM133243-02
Contact PI/Project LeaderTOFT, LORREL ELIZABETH BROWN
Awardee OrganizationCORAM TECHNOLOGIES, INC.
Description
Abstract Text
Abstract
Out-of-hospital cardiac arrest affects over 350,000 people in the U.S. annually, but only 10.8%
survive. Bystander cardiopulmonary resuscitation (CPR) improves survival, but rates of training in the
U.S. are low. It is recently required by law in 39 U.S. states that high school students learn CPR.
However, current methods of teaching CPR use outdated pedagogical strategies and expensive
devices. Previous data indicates that only 12% of students are able to perform high-quality CPR 6
months following standard training. The purpose of this project is to create an interactive video game
experience to teach CPR in classrooms. In phase I, we created an interactive digital film depicting a
dramatic cardiac arrest, a prototype “CPR Spring” to replace traditional CPR manikins, and a plan for
interactivity between the device and the film. Preliminary data showed that the interactive video alone
(without the paired CPR Spring) improved CPR skill acquisition and retention by 50% in high school
students, compared to standard classroom training. The CPR Spring device has properties that more
closely mimic a real human chest than competitor devices. The combined CPR Spring + Interactive
Film was feasible in a classroom setting, engaging to students, and easy to use for teachers.
In phase II of this grant, we will build upon the success of phase I to create a commercially-ready
interactive CPR video game experience. This experience will include a new interactive CPR film
featuring a female victim, addressing gender disparities in bystander CPR. This film will interact with
an improved version of the CPR Spring, which communicates wirelessly with the film through mobile
device-based app and school computer via the local Wi-Fi network, providing real-time CPR quality
feedback for each Spring simultaneously while the film is playing. The interactive CPR video game
experience will improve upon current methods of training, by being: 1) Emotionally Engaging via
realistic cardiac arrest film footage; 2) Multi-sensory, engaging tactile, auditory, visual, and
psychomotor skills; 3) Realistic, both the tactile feel of the CPR Spring AND the realistic film; 4) More
interactive, through answering team-based questions and receiving real-time CPR quality feedback;
5) Affordable and practical, as it does not require an instructor; and 6) Modern, mimicking a video
game experience. We will compare our video game method to standard CPR training in schools,
reporting outcomes including longitudinal CPR skill retention, engagement, and emotional response.
Our goal is to develop a commercially-ready product that is 1/10th the cost and 1/5th the size of
current CPR manikins and requires no instructor, thereby offering a low-cost, low-profile, more
effective CPR course. This product has the potential to become the predominant method for training
CPR in North America, which could lead to more saved lives after cardiac arrest.
Public Health Relevance Statement
NARRATIVE – STTR PHASE II
Cardiac arrest kills hundreds of thousands of Americans each year, but survival is improved with bystander
cardiopulmonary resuscitation (CPR). CPR is required by law to be taught in most U.S. high schools, but
instructional methods are outdated, non-standardized, and ineffective. Building on the success of our Phase I
prototype, we propose finalizing for commercial production a novel, interactive CPR video game experience
that combines the drama of a live-action cardiac arrest film with a "CPR Spring" device, to improve learning of
CPR skills that should translate into improved survival from cardiac arrest.
NIH Spending Category
No NIH Spending Category available.
Project Terms
AddressAdolescentAffectAmericanAuditoryBiomedical EngineeringBiometryBusinessesCanadaCardiopulmonary ResuscitationCellular PhoneChestCollaborationsComputer softwareComputersDataDevicesDramaEducationEducational process of instructingEffectivenessElectronicsEmergency CareEmotionalFeedbackFemaleFilmGoalsGrantHeart ArrestHigh School StudentHumanInstructionLawsLearningLinkManikinsMarketingMethodsModernizationNorth AmericaOutcomePersonsPhasePlayPriceProbabilityProductionPropertyPsychologyReportingSchoolsSmall Business Technology Transfer ResearchSpecific qualifier valueStudentsSystemTactileTeaching MethodTechnologyTestingTimeTrainingTranslatingUpdateVideo GamesVisualWomancardiovascular emergencycommercializationcostdesigndigitaldigital mediaexperiencegender disparityhandheld mobile devicehigh schoolimprovedinnovationinstructorinterestlarge scale productionmobile applicationmultisensorynovelout-of-hospital cardiac arrestprototyperesponsesensorskill acquisitionskillssmartphone applicationsuccessteachertheoriestransmission processwireless communicationwireless fidelity
No Sub Projects information available for 5R42GM133243-03
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