Near-peer mentoring and virtual reality for adult basic life support education in high school students

Resusc Plus. 2023 Jan 7:13:100356. doi: 10.1016/j.resplu.2022.100356. eCollection 2023 Mar.

Abstract

Bystander cardiopulmonary resuscitation (CPR) can improve cardiac arrest survival; however, lack of willingness or community training lead to low bystander CPR rates. Virtual Reality (VR) Cardiopulmonary Resuscitation (CPR) training among high-school students is an innovative method to train bystander CPR skills. VR is well received by "technology natives" inherent among high school students and induces a greater sense of presence and agency compared to office-based CPR training. We describe a pilot trial with high school students using a near-peer mentoring framework using a single- player VR CPR training software (CBS, TetraSignum, Seoul, KR) in which both students collaboratively coach each other while performing in-VR CPR. Our pilot program recruited 3 pairs (n = 6) high school students during a local summer camp. During each 1.5-hour session, each pair learned about CPR and basic life support through a VR avatar either in-VR or displayed on a TV screen. The in-VR student practiced on the manikin while the other student could take notes on paper. Then each student was assessed on their CPR skills in-VR on a cardiac arrest avatar superimposed onto a real QCPR manikin, coached by the other student who could visualize CPR quality projected on the TV screen. The students then switched roles and debriefed about their experience. Overall, the students universally performed well and appreciated the collaborative nature of the learning experience. Further study is needed to explore barriers and enablers to implementation of VR CPR training at the high school level.

Keywords: Basic life support; High school students; Near-peer mentoring; Virtual technology.