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Carolinas Medical Center

Presentation Notes

Quality Improvement poster presentation at Elevating Nursing Excellence: Purpose, Profession, Passion; Advocate Health Midwest Region Nursing Research & Professional Development Conference 2024; November 13, 2024; virtual.

Abstract

Background:

Game-based learning enhances and facilitates learning through an active environment, improving the learners experience by incorporating teamwork and critical thinking. Literature supports use of gamification as an effective design for education.

Local Problem:

Online learning has been the main source for nursing education at our 2-campus hospital, leading to module overload and reduced retention of education. Baseline 2022 CLABSI standardized infection ratios (SIR) were 1.5 and 1.6, respectively, while baseline 2022 CAUTI SIRs were 0.9 and 1.162. The hospitals also saw an increase in patient falls. Baseline CHG bathing compliance for both hospitals averaged 82%.

Method:

A multidisciplinary team comprised of clinical nurse specialists, service line educators, infection preventionists, and direct care nurses was formed to develop, implement, and evaluate the utilization of gamification activities that addressed CLASBIs, CAUTIs, and falls. The PDSA cycle was utilized to guide this quality improvement project. Four game-based learning activities were created: two escape rooms, a jeopardy style game, and a Family Feud style game. All sessions were 30 minutes long for 2 hours of education. Contact hours were provided.

Results/Conclusions:

1,115 nurses attended the event; 20% completed an evaluation. Satisfaction was rated highly at 4.57 out of 5.0. Over 90% of nurses reported knowledge gain from each session and would apply new knowledge to their practice. 3 months post-event, CLABSI SIRs decreased from 1.5 to 0.8 and 1.6 to 0.5. CAUTIs from 0.9 to 0.6 and 1.16 to 0.0. Falls from 2.88 to 2.69 and 2.89 to 2.45. At 6 months, all metrics remained below baseline with data demonstrating sustainability of this education. CHG bathing compliance increased from 82% to 90% and sustained at 6-months.

Implications for Practice:

This project showed improved outcomes that were sustained at 3- and 6-months post-event, while also having high nurse satisfaction. This project can be easily replicated, scalable or adapted for other educational needs.

Document Type

Poster

Publication Date

11-13-2024


 

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Nov 13th, 12:00 AM

Game on! Level up Your Patient Outcomes Using Game-based Learning

Background:

Game-based learning enhances and facilitates learning through an active environment, improving the learners experience by incorporating teamwork and critical thinking. Literature supports use of gamification as an effective design for education.

Local Problem:

Online learning has been the main source for nursing education at our 2-campus hospital, leading to module overload and reduced retention of education. Baseline 2022 CLABSI standardized infection ratios (SIR) were 1.5 and 1.6, respectively, while baseline 2022 CAUTI SIRs were 0.9 and 1.162. The hospitals also saw an increase in patient falls. Baseline CHG bathing compliance for both hospitals averaged 82%.

Method:

A multidisciplinary team comprised of clinical nurse specialists, service line educators, infection preventionists, and direct care nurses was formed to develop, implement, and evaluate the utilization of gamification activities that addressed CLASBIs, CAUTIs, and falls. The PDSA cycle was utilized to guide this quality improvement project. Four game-based learning activities were created: two escape rooms, a jeopardy style game, and a Family Feud style game. All sessions were 30 minutes long for 2 hours of education. Contact hours were provided.

Results/Conclusions:

1,115 nurses attended the event; 20% completed an evaluation. Satisfaction was rated highly at 4.57 out of 5.0. Over 90% of nurses reported knowledge gain from each session and would apply new knowledge to their practice. 3 months post-event, CLABSI SIRs decreased from 1.5 to 0.8 and 1.6 to 0.5. CAUTIs from 0.9 to 0.6 and 1.16 to 0.0. Falls from 2.88 to 2.69 and 2.89 to 2.45. At 6 months, all metrics remained below baseline with data demonstrating sustainability of this education. CHG bathing compliance increased from 82% to 90% and sustained at 6-months.

Implications for Practice:

This project showed improved outcomes that were sustained at 3- and 6-months post-event, while also having high nurse satisfaction. This project can be easily replicated, scalable or adapted for other educational needs.

 

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