Table 5.
Self-impression of the knowledge of the choking protocol before and after playing the game (grades from 1 to 5).
| Student categories, Time of answering the questionnaire | Median (Q1, Q3) | P value | Effect size | |||
| Complete sample population, N=48 | <.001 | 0.120 | ||||
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Before playing | 3 (2, 4) |
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After playing | 4 (3, 5) |
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| Females, n=32 | .002 | 0.217 | ||||
|
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Before playing | 3 (2.75, 3.25) |
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After playing | 3 (3, 4) |
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| Males, n=16 | .002 | 0.345 | ||||
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Before playing | 3 (2, 4) |
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After playing | 4 (3.75, 5) |
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| Students who did not like playing video games, n=19 | .03 | 0.136 | ||||
|
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Before playing | 3 (2.5, 3) |
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After playing | 3 (3, 3.5) |
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| Students who liked playing video games, n=29 | <.001 | 0.407 | ||||
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Before playing | 3 (2, 4) |
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After playing | 4 (4, 5) |
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| Students who did not have a previous experience of a choking emergency, n=36 | <.001 | 0.147 | ||||
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Before playing | 3 (2, 3.25) |
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After playing | 4 (3, 4) |
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| Students who had a previous experience of a choking emergency, n=12 | .047 | 0.707 | ||||
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Before playing | 3 (3, 4.25) |
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After playing | 4.5 (3, 5) |
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