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Evaluating Quality, Usability, Evidence-Based Content, and Gamification Features in Mobile Learning Apps Designed to Teach Children Basic Life Support: Systematic Search in App Stores and Content Analysis
- Source :
- JMIR mHealth and uHealth
- Publication Year :
- 2021
- Publisher :
- JMIR Publications Inc., 2021.
-
Abstract
- Background Globally, 3.7 million people die of sudden cardiac death annually. Following the World Health Organization endorsement of the Kids Save Lives statements, initiatives to train school-age children in basic life support (BLS) have been widespread. Mobile phone apps, combined with gamification, represent an opportunity for including mobile learning (m-learning) in teaching schoolchildren BLS as an additional teaching method; however, the quality of these apps is questionable. Objective This study aims to systematically evaluate the quality, usability, evidence-based content, and gamification features (GFs) of commercially available m-learning apps for teaching guideline-directed BLS knowledge and skills to school-aged children. Methods We searched the Google Play Store and Apple iOS App Store using multiple terms (eg, cardiopulmonary resuscitation [CPR] or BLS). Apps meeting the inclusion criteria were evaluated by 15 emergency health care professionals using the user version of the Mobile Application Rating Scale and System Usability Scale. We modified a five-finger mnemonic for teaching schoolchildren BLS and reviewed the apps’ BLS content using standardized criteria based on three CPR guidelines. GFs in the apps were evaluated using a gamification taxonomy. Results Of the 1207 potentially relevant apps, only 6 (0.49%) met the inclusion criteria. Most apps were excluded because the content was not related to teaching schoolchildren BLS. The mean total scores for the user version of the Mobile Application Rating Scale and System Usability Scale score were 3.2/5 points (95% CI 3.0-3.4) and 47.1/100 points (95% CI 42.1-52.1), respectively. Half of the apps taught hands-only CPR, whereas the other half also included ventilation. All the apps indicated when to start chest compressions, and only 1 app taught BLS using an automated external defibrillator. Gamification was well integrated into the m-learning apps for teaching schoolchildren BLS, whereas the personal and fictional, educational, and performance gamification groups represented most GFs. Conclusions Improving the quality and usability of BLS content in apps and combining them with GFs can offer educators novel m-learning tools to teach schoolchildren BLS skills.
- Subjects :
- Evidence-based practice
Teaching method
education
Health Informatics
030204 cardiovascular system & hematology
cardiopulmonary resuscitation
App store
mobile learning
03 medical and health sciences
0302 clinical medicine
basic life support
Humans
Learning
gamification
Child
Original Paper
mobile phone
Medical education
business.industry
System usability scale
Basic life support
schoolchildren
030208 emergency & critical care medicine
Usability
Mobile Applications
Content analysis
Mobile phone
business
Psychology
Delivery of Health Care
Subjects
Details
- ISSN :
- 22915222
- Volume :
- 9
- Database :
- OpenAIRE
- Journal :
- JMIR mHealth and uHealth
- Accession number :
- edsair.doi.dedup.....9bd4ecd4fa5a47b5cfc2d201744324f0