Approximately ten percent of newborns require some help with their breathing at birth. About one percent require extensive assistance at birth which needs to be administered by trained personnel. Neonatal resuscitation is taught through a simulation based training program in North America. Such a training methodology is cost and resource intensive which reduces its availability thereby adversely impacting skill acquisition and retention. We implement and present RETAIN (REsuscitation TrAIning for Neonatal residents) -- a video game to complement the existing neonatal training. Being a video game, RETAIN runs on ubiquitous off-the-shelf hardware and can be easily accessed by trainees almost anywhere at their convenience. Thus we expect RETAIN to help trainees retain and retrain their resuscitation skills. We also report on how RETAIN was developed by an interdisciplinary team of six undergraduate students as a three-month term project for a second year university course.
e-Baby @cite_7 is a serious game in which players perform clinical assessment of oxygenation on preterm infants in a virtual isolette. The infants present a range of respiratory impairments from mild to serious. The players were provided with patient history and had to select appropriate tools for clinical assessment. The assessment was made by responding to a series of questions in a multiple-choice format. The questions drove the interaction and served as an assessment of the trainee's knowledge. The game was evaluated by nursing students who had free access to the simulation and was rated highly for its ease of use and as overall efficacy of learning. The goal of e-Baby was acquisition of procedural knowledge pertaining to the clinical assessment. Our goal is to create a game that trains medical personnel on the application of pre-existing knowledge of clinical intervention (resuscitation) in stressful conditions.
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Objective: to evaluate students opinion regarding e-Baby educational technology. Methodology: exploratory descriptive study in which participated a sample composed of 14 nursing Portuguese students that used e-Baby digital educational technology in an extracurricular course. To achieve the aim of the study, the data collection was realized through an opinion instrument in Likert scale including the possibility of commentaries by students. Is was also collected data of participants’ characterization. Results: students made very satisfactory evaluations regarding the game e-Baby, varying since usability acceptation through suggestions of expansion of the game to other nursing themes. Conclusion: serious game e-Baby can be considered a didactic innovation and motivator tool of learning. Besides, it demonstrates have adequate interface in design and educative function aspects, evocating intense interaction between user and computational tool.