Jump Simulation goes to great lengths to engage learners with rich and rewarding experiences. Virtual reality, augmented reality and serious games are becoming popular approaches in the medical education sphere, and for good reason.
Learners appreciate an engaging experience, and educators are seeing positive results. Drawing upon the success of previous efforts in this domain, Jump continues to move forward in the development of more of these types of experiences with a goal of enhancing medical education.
“In essence, games can be an effective teaching tool because they engage our roots in play and discovery,” said Gregory Podolej, MD, emergency medicine, OSF HealthCare. “Games are most enjoyable when they adequately challenge the players’ skills, a necessity for a serious game to be effective.”
A Serious Problem Worldwide
The Agency for Healthcare Research and Quality estimates that 700,000 to one-million hospitalized patients fall each year in the United States, resulting in fractures, lacerations or internal bleeding. The Medical Visualization team at Jump is partnering with OSF HealthCare Clinical Education on an effort to improve the outcomes of patient falls prevention education by using a serious game approach. The game itself is focused on addressing clinical staff knowledge of processes intended to prevent patient falls from occurring.
The app also aims to ensure medical staff understand when to initiate preventive measures for patients with a medium or high-risk falls score. For example, it’s important for members of the care team to know when they shouldn’t leave certain patients unattended within the restroom. This type of gap has contributed to fall incidents at hospitals around the world; it’s a gap that OSF HealthCare is committed to eliminating.
This mobile app, currently in coding and asset development stages, is an adventure game that situates the learner as a care provider on a quest for knowledge and experience. The game is focused around two primary sets of objectives and is divided into different sub-challenges to achieve the desired learning outcomes.
A New Way of Learning
It's our belief that a fall prevention game will offer the unique ability to present our Mission Partners with a new learning experience.
“We know much of what prevents falls is mindfulness of the environment and the patient’s situation, such as their fall risk score," said Kelly Nimtz-Rusch, vice president, nursing, clinical education, OSF Healthcare. “Using a game, we can pull these components together so that the caregiver experiences realistic scenarios."
Medical Visualization is actively conducting user testing in parallel to the development, but aims to leverage an official beta rollout in the late spring as an opportunity for more meaningful feedback. Opportunities that fall too far out of scope will at the very least be taken into consideration on related future efforts.