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Leadership at all levels of a healthcare organization plays a central role in patient safety, yet few evidence-based interventions exist to meet this critical function. Simulation and gaming have demonstrated improvement in technical and non-technical competencies of healthcare workers, as well as organizational learning and continuous improvement but has not been broadly applied to the patient safety. Our research developed, implemented and evaluated a gaming application for building safety related leadership competencies along with strategy development for executive and mid-level healthcare leaders. Specifically, the work addressed two broad questions: 1) is a gaming application more effective than traditional methods of instruction for improving patient safety leadership competencies, and 2) what makes gaming most effective as a strategy generation tool for patient safety leadership? Our project assembled a multi-disciplinary team (simulation, training, gaming, engineering, patient safety leadership, business and management, social science of creativity, human factors and organizational psychology) to design, implement, and evaluate patient safety leadership development. It evaluates the impact of two practically relevant implementation factors: 1) team familiarity of participants, and 2) a mindfulness intervention designed to boost learning efficiency. The impact of this work is broad, given a lack of existing games for leaders and the proven effectiveness of gaming in other complex skill domains.
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Gaming for Organizational, Clinical and Patient Risk Management Comprehensive Unit-based Safety Program (CUSP) for Enhanced Recovery Protocol for Surgery “Simu-Leader” (a gaming application) YouTube link
What were we trying to do? Johns Hopkins Medicine implemented the Comprehensive Unit-based Safety Program (CUSP) and has demonstrated significant outcomes. Armstrong Institute conducted a brief table top game in 2012 to facilitate learning and reinforce best practices amongst hospital leadership. Based on those results a grant was requested to build an automated application to achieve the same results on a larger scale. Two developed are: 1. Patient Risk: Application geared to improve the safety and quality of acute patient care , strongly impacted by all levels of organizational leadership. Game provides evidence-based methods for developing the knowledge and skills necessary for effective safety leadership 2. ERAS/CUSP: Gamification and gaming interfaces measurably improve patient outcomes by implementing enhanced recovery after surgery (ERAS) practices in hospitals through applying the Comprehensive Unit-based Safety Program (CUSP).
Overall Study Aims § Specific Aim #1: Evaluate the comparative effectiveness of simulation and traditional methods of management instruction on multi-level learning outcomes. Ø H1a-c: Compared to traditional instruction, simulation will produce significantly higher individual level a) learner reactions, b) learning, and c) behavior change. § Specific Aim #2: Compare the impact of ad hoc and intact management team configurations on multi- level learning outcomes and the quality of strategy generation in organizational leadership simulations. Ø H2a-c: There will be a significant difference due to the team configuration manipulation for individual level a) learner reactions, b) learning, and c) behavior change. Ø H3a-c: There will be a significant difference due to the team configuration manipulation for team level creativity of ideas generated in terms of a) novelty, b) usefulness, and c) feasibility of ideas. § Specific Aim #3: Evaluate the impact of a mindfulness pre-training intervention on multi-level learning outcomes and management team performance. Pre-training and pre-performance interventions are effective, efficient ways to enhance learning and performance outcomes. Ø H4a-c: Compared to no mindfulness training, mindfulness training will increase the efficacy of the organizational leadership simulation by producing significantly higher individual level a) learner reactions, b) learning, and c) behavior change. Ø H5a-c: Compared to no mindfulness training, mindfulness training will produce significantly higher team level creativity of ideas generated in terms of a) novelty, b) usefulness, and c) feasibility of ideas.
ERAS/CUSP Overall Aims Task 1: Develop a public domain version of a CUSP for ERAS educational kit for national distribution. Ø Johns Hopkins APL to leverage software engineering expertise as well as existing applications to address the requirements. APL will design, develop, test and deliver the software application Task 5: Assess the Adoption of CUSP for ERAS and Evaluate the Effectiveness of the Intervention in the Participating Hospitals. Ø Johns Hopkins APL will develop software and provide a credible and systematic data collection schema allowing for data collection. The software application will provide a robust back- end database structure for in-stride assessments, metadata visualization and distributed access. Ø Subtask 5.1: Design and develop data collection protocols and analysis plan. Support the data collection protocol provided by AI collaborators. Make software application available to participating hospitals to voluntarily input and share data.
Key Metrics, Measures & Performance Performance in the application was measured in a variety of ways: • Individual progress + translation to practice • Team effectiveness within scenario(s) • Between team comparisons conditioned on mindfulness training Armstrong Institute will define each metric for JHU/APL to include Detailed design connecting data needs to GUI Team v Team Measures How$ How$ Expected$ Format$ Weigh:ng$ Teams Represented?$ Collected?$ Transparency* Reliability* Leadership* Strategic*Plans* Impact* 8*8*8*other*metrics* Cond v Cond Measures Candidate metrics for response/resolution: • Rate of re-admission • Patient falls • Acquired infections • Preventable VTE
Technical Collaboration As elements of the application are developed in parallel by Johns Hopkins Medicine, Armstrong Institute and JHU/APL, we anticipated evolving requirements. Therefore, the Agile software development methodology best suited the development team. “Agile software development is a group of software development methods in which requirements and solutions evolve through collaboration between self- organizing, cross-functional teams. It promotes adaptive planning, evolutionary development, early delivery, continuous improvement, and encourages rapid and flexible response to change.” The web application is updated frequently during the development process in order to facilitate frequent feedback from collaboration discussions.
Participant Rhythm1 Player Feedback
Software Architecture Web App Amazon Cloud Server Game Manager Game Session Windows Server 2012 MS SQL Server Database Client Layer Game Session … MS IIS Webserver Game Session Production Web App Security Services Game Engine Text Chat Performance Measurement Reporting Player Interface Web Page Access PDFs Database Principal Inv. I/F Designed Reports Spreadsheets
Game Navigation Concept Concept discussions with Armstrong Institute produced a hub-spoke structure which migrated to a more functional physical representation of users’ expected normal work environment. Shown here is early concept art used to scope the application and conduct early usability tests.
Human Factors Tasking ✔ ✔ In Progress: Completed Round 1, N=9 ✔ Round 2, N=9 ✔ Completed N=4
Human Factors Tasking Concept Vetting - Preparation
Human Factors Tasking Alpha Testing & Usability Testing Proctored Activity Scenarios Background Questionnaire Usability Questionnaire Retrospective Interview
Human Factors Tasking Alpha Testing & Usability Testing Proctored Activity Scenarios Background Questionnaire Usability Questionnaire Retrospective Interview
Human Factors Tasking Alpha Testing & Usability Testing Proctored Activity Scenarios Background Questionnaire Usability Questionnaire Retrospective Interview
Human Factors Tasking Alpha Testing & Usability Testing Proctored Activity Scenarios Background Questionnaire Usability Questionnaire Retrospective Interview What did the participants find important during the session? What problems did they encounter? (Flanagan, 1954). Their perception of the session and their self-reflection may offer insight into how the simulation was used and how it could be improved (Rosson & Carroll, 2002). Questions included: • Are the instructions clear? • Do you feel you know what to do/where to navigate? • What would make this easier for you? • Can you recall any activities being particularly successful? Unsuccessful? • What did you like the most? Dislike the most?
Human Factors Tasking Alpha Testing & Usability Testing – Results (3/3) Post-Session Usability Questionnaire • Round 1 – July (purple), n=9. Round 2 – November (blue), n=9. • Four participants completed both rounds.
Scoring Algorithm § Outcome = Pos. tactics + Neg. tactics Ø Pos. Behaviors = (6RCpos + 3TRpos+ BCpos) * ((TL +1) + BS) Ø Neg. Behaviors = (-2.2RCneg + -3TRneg+ -1.6BCneg) * (TL +1) § Term definitions/MOPS/Tactic Domains Ø RC = Responsibility, role clarity, and feedback tactics Ø TR = Time and resources tactics Ø BC = Building capacity tactics Ø TL = Transformational leadership tactics Ø BS = Boundary Spanning tactics § Term values will be based on proportion of (+) and (-) actions selected during game (TL & BS will be a count of actions) § Initial weights determined through adapted ProMES process
How much does each indicator contribute to effective organizational performance? Three primary types of contingency shapes: 100 100 80 80 60 60 40 EFFECTIVENESS EFFECTIVENESS 40 20 20 0 0 -20 -20 -40 -40 -60 -60 -80 -80 -100 -100 80 90 100 110 120 130 80 85 90 95 100 TRAINING MET PERCENT PASSING INSP. Critical Mass Linear Diminishing Returns Images: (Pritchard, 2009)
Selecting Different Tactic Sets Surgical Site Infections Patient Readmissions 250 300 200 150 SSI RA 100 50 0 0 5 7 9 11 13 15 17 19 21 23 25 27 5 7 9 11 13 15 17 19 21 23 25 27 # of Tactics Selected # of Tactics Selected Length of Stay Patient Satisfaction 350 300 250 200 LOS Sat 150 100 50 0 0 5 7 9 11 13 15 17 19 21 23 25 27 5 7 9 11 13 15 17 19 21 23 25 27 # of Tactics Selected # of Tactics Selected
Impact of “positive” and “negative” tactics 300 300 250 200 200 150 100 100 50 0 0 -50 positive negative overall positive negative overall Surgical Infections Readmission 350 300 300 250 200 200 150 100 100 50 0 0 positive negative overall positive negative overall Length of Stay Patient Satisfaction
Risks for our small budget game § On-demand help is not available during game play increasing the level of software reliability and testing § Technology barriers that exist at the player location, equipment or access § Depth and/or breadth of scenario data required to represent a realistic decision environment § Voice communication implementation for system users § Adjudication formulation represents ‘real’ hospital outcomes § No timing mechanism included to compel player action
Summary Major Take-Aways Ø Everyone wants gaming and it is ‘accepted’ Ø Professional game success is measured differently Ø Represent “real life” with plausible actions and effects Ø Technical skills and experimentation over graphics Ø Experimental testing focuses on impact over entertainment The game and initial results perform well against the study hypotheses. Participants from around the world have registered and data collection is on-going. We anticipate significant engagement and persistent effects for individuals and organizations participating.
Scott Simpkins;; scott.simpkins@jhuapl.edu;; 240-228-3718 Principal Staff, Principal Investigator Supervisor, Health Concepts & Systems Analysis Health Systems Engineering Group
Patient Risk Management Summary The safety and quality of acute patient care is strongly impacted by all levels of organizational leadership, yet few evidence-based methods for developing the knowledge and skills necessary for effective safety leadership currently exist. Simulation clearly improves technical and non-technical competencies of healthcare workers, as well as organizational learning and continuous improvement. However, simulation has not yet been broadly applied to the development of leadership for patient safety. This work assembled a multi-disciplinary team with unique and diverse expertise (simulation, training, gaming, engineering, patient safety leadership, business and management, social science of creativity, human factors and organizational psychology), and capitalizes on existing projects and strong relationships with state, national and international healthcare organizations to evaluate a game for patient safety leader development.
ERAS/CUSP Summary To measurably improve patient outcomes by increasing the implementation of enhanced recovery after surgery (ERAS) practices in hospitals, through the use of an adaptation of the Comprehensive Unit-based Safety Program (CUSP). CUSP for ERAS shall be developed as an integrated combination of clinical and cultural interventions. § Develop a consensus description of the essentials of ERAS, develop consensus recommendations for implementation of ERAS bundles for various surgeries and determine accurate measures of effectiveness of CUSP for ERAS. § Develop an adaptation of the CUSP protocol and materials to be applied to ERAS. § Recruit hospitals to implement ERAS in a phased approach, beginning with 100 hospitals in the base period, and expanding to include approximately 200-250 hospitals during each option period, in order to cumulatively include 750 or more hospitals. Participating hospitals should be from all States, Puerto Rico and the District of Columbia.