PG43 Gamification for human factors – using an interactive gaming strategy to build human factor capability in health and social care

IF 1.1 Q2 Social Sciences
Gil Smith
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Abstract

Introduction Failings in human factors, is the most common cause of adverse incidents in healthcare. Ineffective hand-off communication is recognised as a critical patient safety problem; an estimated 80% of serious medical errors involve miscommunication between caregivers during the transfer of patients. There is no ‘one thing’ that will address human factor failings- its multi-factorial with multiple interventions. The ‘Gamification for Human Factors’ project deploys the application of gamification approach to human factor learning and skills in health and social care. Gamification in training is the process of applying gaming designs and concepts in order to make learning processes more engaging, entertaining and interactive. The game mechanics, story, and media act as reinforcements to learning goals. The aim of the project is to extend the reach of access of Human Factor training. The Game is accessible by App via mobile phone devices. Method Quality Improvement and Agile design methodologies have been adopted; along with multi-disciplinary team input. Phase 1 of the project - the development of the gamification strategy, requirements specification, characters and stories which form the basis of the design; was carried out in partnership between the Northern Health and Social Care Trust and the University of Ulster. Phase 2 is the conversion of the initial development work into an App suitable for commercial release. Main Themes: Majuri et al. (2018) review of 128 empirical research papers focussed on the application of gamification to assist with education and learning. The most common gamification elements found in these studies was achievement and progression - designed to allow users to track their progress and improve upon their previous performance. Discussion The Gamification for Human Factors App is based around the journey of a patient and his interactions with the health and care system. As ‘gamers’ travel through the different levels of the game, they complete ‘missions’ and follow the patient9s experience. As the patient journey unfolds it exposes ‘gamers’ to learning centred around DuPont’s Dirty Dozen – the 12 most common human factor elements which degrade a person’s ability for them to perform effectively and safely, leading to errors. To progress to each new mission ‘gamers’ must answer a series of questions, testing knowledge and reinforcing their learning of human factors. On completion of missions ‘gamers’ are awarded badges and rewards – increasing motivation to learn. The App also provides links to additional learning resources and useful human factor references. References Joint Commission on Accreditation of Healthcare Organisations, August 2020, Volume 3, Issue 8. Joint Commission Perspectives Majuri, et al., 2018. Gamification of Education and Learning: A Review of Empirical Literature.
PG43人为因素的游戏化-使用互动游戏策略在健康和社会护理方面建立人为因素能力
人为因素的失败,是医疗保健不良事件最常见的原因。无效的交接沟通被认为是一个严重的患者安全问题;据估计,80%的严重医疗事故涉及患者转移过程中护理人员之间的沟通不周。没有“一件事”可以解决人为因素的失败——它是多种干预的多因素。“人为因素游戏化”项目将游戏化方法应用于健康和社会护理领域的人为因素学习和技能。培训中的游戏化是应用游戏设计和概念的过程,目的是使学习过程更具吸引力、娱乐性和互动性。游戏机制、故事和媒体都是学习目标的强化物。该项目的目的是扩大获得人的因素培训的范围。游戏可通过手机App访问。方法采用了质量改进和敏捷设计方法;以及多学科团队的投入。项目的第一阶段-制定游戏化策略、需求规格、角色和故事,构成设计的基础;是由北方保健和社会保健信托基金与阿尔斯特大学合作开展的。第二阶段是将最初的开发工作转换为适合商业发布的应用程序。主要主题:Majuri等人(2018)回顾了128篇实证研究论文,重点关注游戏化在协助教育和学习方面的应用。在这些研究中发现的最常见的游戏化元素是成就和进程——旨在让用户追踪自己的进程并在之前的表现基础上进行改进。人为因素游戏化应用程序是基于病人的旅程以及他与健康和护理系统的互动。当“玩家”穿越游戏的不同关卡时,他们会完成“任务”并跟随病人的体验。随着病人旅程的展开,“玩家”可以围绕杜邦公司的“十二恶人”(Dirty Dozen)进行学习,这12个最常见的人为因素会降低一个人的能力,使他们无法有效、安全地工作,从而导致错误。为了完成每个新任务,“玩家”必须回答一系列问题,测试他们的知识,并加强他们对人为因素的学习。在完成任务后,“玩家”会获得徽章和奖励,这增加了他们学习的动力。该应用程序还提供了额外学习资源和有用的人为因素参考的链接。医疗机构认证联合委员会,2020年8月,第3卷,第8期。联合委员会观点Majuri等,2018。教育与学习的游戏化:实证文献综述。
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来源期刊
BMJ Simulation & Technology Enhanced Learning
BMJ Simulation & Technology Enhanced Learning HEALTH CARE SCIENCES & SERVICES-
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