On the subject of human factors (OTSOHF): Using a gamification innovation to explore human factors in healthcare

Suzanne Gough, Ben Woodrow-Hirst

Research output: Contribution to journalMeeting AbstractResearchpeer-review

Abstract

Background On the subject of human factors is an innovative approach developed using gamification and serious games methodology to enhance the educational value of existing human factors training. This workshop will provide insights into the challenges and barriers of adopting of a commercially available game ‘Keep Talking and Nobody Explodes’ (KTaNE) followed by a facilitator-led debrief, to enhance existing human factors training. Workshop Aim The aim of this workshop is to allow delegates to develop an understanding of the application of gamification and serious games to enhance the educational value of existing human factor training in healthcare. Session Description Participants to explore the challenges and barriers of implementing gamification and serious games to enhance the educational value of existing human factor training in healthcare. Delegates will be invited to participate in discussions and activities. Pre-recorded video excerpts will also be used to illustrate key consideration when embedding games within healthcare education and training. The session will conclude with delegates reflecting on the application to their own area of practice. Learning objectives By the end of this workshop, participants will have: - • Gained an insight into educational theory and practices that support the use of gamification/serious games in healthcare • Developed insights into the challenges and barriers of implementing gamification and serious games human factor training • Critically discussed the application of a commercially available game (KTaNE) within human factors training in healthcare • Reflected on the application of commercially available games/serious games to their own area of practice Educational Methods • Participants will be encouraged to actively participate in discussions to explore each of the workshop objectives • Video examples of the use of a commercially available game (suitable for PC/Virtual Reality headsets) will be shared • Small group activities will focus on exploring the practicalities of gamification/serious games in healthcare education and training within the delegates' own area of practice Room layout & AV preferences: AV provision with speakers. Four to six tables to accommodate group work, with flip-chart paper and pens per table. Target audience: Intermediate/Advanced healthcare professionals who are interested or involved in simulation design and debriefing Maximum number of participants: 30 References Drummond, D., Hadchouel, H. and Tesnière. A. (2017) ‘Serious games for health: three steps forwards’. Advances in Simulation, 2(3) pp.1-8. Mosley, A. and Whitton, N. (Eds.) (2014) New Traditional Games for Learning: A Case Book. London: Routledge. Conflict of Interest There are no conflicts of interest to declare Keywords: Debriefing, Educational design, Gamification, Human factors
Original languageEnglish
JournalBMJ Simulation & Technology Enhanced Learning
Volume4
Issue numberSuppl 2
DOIs
Publication statusPublished - Dec 2018
Externally publishedYes
EventThe 9th Annual Conference of Association for Simulated Practice in Healthcare - Southport Theatre and Convention Centre, Liverpool, United Kingdom
Duration: 13 Nov 201815 Nov 2018
Conference number: 9th
http://www.aspihconference.co.uk/programme/

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Human engineering
Innovation
Education
Serious games
Virtual reality
Lead
Health

Cite this

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title = "On the subject of human factors (OTSOHF): Using a gamification innovation to explore human factors in healthcare",
abstract = "Background On the subject of human factors is an innovative approach developed using gamification and serious games methodology to enhance the educational value of existing human factors training. This workshop will provide insights into the challenges and barriers of adopting of a commercially available game ‘Keep Talking and Nobody Explodes’ (KTaNE) followed by a facilitator-led debrief, to enhance existing human factors training. Workshop Aim The aim of this workshop is to allow delegates to develop an understanding of the application of gamification and serious games to enhance the educational value of existing human factor training in healthcare. Session Description Participants to explore the challenges and barriers of implementing gamification and serious games to enhance the educational value of existing human factor training in healthcare. Delegates will be invited to participate in discussions and activities. Pre-recorded video excerpts will also be used to illustrate key consideration when embedding games within healthcare education and training. The session will conclude with delegates reflecting on the application to their own area of practice. Learning objectives By the end of this workshop, participants will have: - • Gained an insight into educational theory and practices that support the use of gamification/serious games in healthcare • Developed insights into the challenges and barriers of implementing gamification and serious games human factor training • Critically discussed the application of a commercially available game (KTaNE) within human factors training in healthcare • Reflected on the application of commercially available games/serious games to their own area of practice Educational Methods • Participants will be encouraged to actively participate in discussions to explore each of the workshop objectives • Video examples of the use of a commercially available game (suitable for PC/Virtual Reality headsets) will be shared • Small group activities will focus on exploring the practicalities of gamification/serious games in healthcare education and training within the delegates' own area of practice Room layout & AV preferences: AV provision with speakers. Four to six tables to accommodate group work, with flip-chart paper and pens per table. Target audience: Intermediate/Advanced healthcare professionals who are interested or involved in simulation design and debriefing Maximum number of participants: 30 References Drummond, D., Hadchouel, H. and Tesni{\`e}re. A. (2017) ‘Serious games for health: three steps forwards’. Advances in Simulation, 2(3) pp.1-8. Mosley, A. and Whitton, N. (Eds.) (2014) New Traditional Games for Learning: A Case Book. London: Routledge. Conflict of Interest There are no conflicts of interest to declare Keywords: Debriefing, Educational design, Gamification, Human factors",
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On the subject of human factors (OTSOHF): Using a gamification innovation to explore human factors in healthcare. / Gough, Suzanne; Ben Woodrow-Hirst.

In: BMJ Simulation & Technology Enhanced Learning, Vol. 4, No. Suppl 2, 12.2018.

Research output: Contribution to journalMeeting AbstractResearchpeer-review

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AU - Gough, Suzanne

AU - Ben Woodrow-Hirst

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N2 - Background On the subject of human factors is an innovative approach developed using gamification and serious games methodology to enhance the educational value of existing human factors training. This workshop will provide insights into the challenges and barriers of adopting of a commercially available game ‘Keep Talking and Nobody Explodes’ (KTaNE) followed by a facilitator-led debrief, to enhance existing human factors training. Workshop Aim The aim of this workshop is to allow delegates to develop an understanding of the application of gamification and serious games to enhance the educational value of existing human factor training in healthcare. Session Description Participants to explore the challenges and barriers of implementing gamification and serious games to enhance the educational value of existing human factor training in healthcare. Delegates will be invited to participate in discussions and activities. Pre-recorded video excerpts will also be used to illustrate key consideration when embedding games within healthcare education and training. The session will conclude with delegates reflecting on the application to their own area of practice. Learning objectives By the end of this workshop, participants will have: - • Gained an insight into educational theory and practices that support the use of gamification/serious games in healthcare • Developed insights into the challenges and barriers of implementing gamification and serious games human factor training • Critically discussed the application of a commercially available game (KTaNE) within human factors training in healthcare • Reflected on the application of commercially available games/serious games to their own area of practice Educational Methods • Participants will be encouraged to actively participate in discussions to explore each of the workshop objectives • Video examples of the use of a commercially available game (suitable for PC/Virtual Reality headsets) will be shared • Small group activities will focus on exploring the practicalities of gamification/serious games in healthcare education and training within the delegates' own area of practice Room layout & AV preferences: AV provision with speakers. Four to six tables to accommodate group work, with flip-chart paper and pens per table. Target audience: Intermediate/Advanced healthcare professionals who are interested or involved in simulation design and debriefing Maximum number of participants: 30 References Drummond, D., Hadchouel, H. and Tesnière. A. (2017) ‘Serious games for health: three steps forwards’. Advances in Simulation, 2(3) pp.1-8. Mosley, A. and Whitton, N. (Eds.) (2014) New Traditional Games for Learning: A Case Book. London: Routledge. Conflict of Interest There are no conflicts of interest to declare Keywords: Debriefing, Educational design, Gamification, Human factors

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