{"title":"PG43 Gamification for human factors – using an interactive gaming strategy to build human factor capability in health and social care","authors":"Gil Smith","doi":"10.1136/bmjstel-2020-aspihconf.91","DOIUrl":null,"url":null,"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.","PeriodicalId":44757,"journal":{"name":"BMJ Simulation & Technology Enhanced Learning","volume":"138 1","pages":""},"PeriodicalIF":1.1000,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"BMJ Simulation & Technology Enhanced Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1136/bmjstel-2020-aspihconf.91","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 0
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.