Using video games to increase implementation of clinical practice guidelines in trauma triage
使用视频游戏加强创伤分诊临床实践指南的实施
基本信息
- 批准号:10582783
- 负责人:
- 金额:$ 59.71万
- 依托单位:
- 依托单位国家:美国
- 项目类别:
- 财政年份:2023
- 资助国家:美国
- 起止时间:2023-03-15 至 2027-12-31
- 项目状态:未结题
- 来源:
- 关键词:AcademyAccident and Emergency departmentAddressAffectAgingAgreementBehaviorBehavior assessmentBehavioralBehavioral SciencesCalibrationCaringClinical Practice GuidelineClinical SciencesCollaborationsConsolidated Framework for Implementation ResearchCuesDataDecision MakingDetectionDevelopmentEducationEffectivenessElderlyEmergency Department PhysicianEmergency MedicineEmergency department visitEnsureEvidence based interventionEvidence based practiceExpenditureExposure toFailureFeedbackGoalsGuidelinesHealthHospitalizationHourIncidenceIndependent LivingInjuryInterventionInterviewIntuitionJudgmentLaboratoriesLinkLiteratureMaintenanceMedicalMedicare claimMedicineMethodsMorbidity - disease ratePainParamedical PersonnelParticipantPatient-Focused OutcomesPatientsPattern RecognitionPersonsPhysiciansPlayPower SourcesQualitative EvaluationsRandomizedReach, Effectiveness, Adoption, Implementation, and MaintenanceRefractoryReportingResearchResearch PrioritySamplingScientistSourceStructureTestingTextTimeTrainingTraumaTrauma patientTriageUncertaintyVariantVideo GamesWorkactive controlbehavior changeclinical implementationcognitive processcompare effectivenesscomparison interventioncontextual factorscontinuing medical educationcosteffectiveness/implementation studyeffectiveness/implementation trialexperiencefollow-upfuture implementationheuristicshospital readmissionhuman old age (65+)implementation effortsimplementation scienceimprovedimproved outcomeinjury burdeninsightinstrumentintervention effectmortalitymultidisciplinarynoveloutreachpilot trialpressurepreventable deathprogramsprovider behaviorrecruitsevere injurytheoriestherapy designtrauma centerstreatment as usualtrial designvideogame interventionvirtual reality simulation
项目摘要
PROJECT ABSTRACT
Injury is the leading cause of loss of independence among those over the age 65, resulting in over 3 million
Emergency Department (ED) visits, 800,000 hospitalizations, and greater than $50 billion in costs each year.
Guideline-concordant triage of trauma patients – rapid identification of those with severe injuries and transfer to
trauma centers – decreases mortality by 10 to 25%, reduces loss of independence, and diminishes pain at one
year. Despite this evidence, however, under-triage persists (incidence: 50%), particularly among those over the
age of 65 (incidence: 80%). To address this implementation gap, we propose to conduct a Type I hybrid
effectiveness-implementation trial in which we test the effect of video game-based training on physician
behavior. We designed this trial based on extensive preliminary studies, during which we isolated physician
behavior as the single largest source of variation in triage practices, identified heuristics (pattern recognition)
as a major cause of behavior, developed theory-based, customized video games to recalibrate physician
heuristics (i.e., align them with clinical practice guidelines), and ensured their efficacy in the laboratory. For this
trial, we will recruit a national sample of emergency medicine physicians (n=900), in collaboration with three
large staffing organizations, and will randomize physicians to one of three interventions: video game-based
training, text-based education (active control), or nothing (passive control). The specific aims of the trial are (1)
to test the effect of the three interventions on behavioral (e.g., under-triage) and patient-centered outcomes
(e.g., 30-day mortality) by linking trial data to Medicare claims, (2) to compare the mechanisms of action by
which the active interventions affect physician behavior by using a suite of validated instruments, and (3) to
identify contextual factors that influence implementation and maintenance of guidelines in practice by
performing a comprehensive qualitative evaluation of trial participants (n=20) and a national sample of key
decision makers (e.g., ED directors, patients [n=20/group]). Together these aims will provide critical insight into
the effectiveness of our novel intervention and key data to inform future implementation efforts.
项目摘要
伤害是 65 岁以上老年人丧失独立性的主要原因,导致超过 300 万人丧失独立能力
每年急诊室 (ED) 就诊、80 万人次住院治疗以及超过 500 亿美元的费用。
符合指南的创伤患者分诊——快速识别重伤患者并转移至
创伤中心 – 将死亡率降低 10% 至 25%,减少独立性丧失,并减轻一次疼痛
然而,尽管有这些证据,分类不足的情况仍然存在(发生率:50%),特别是在那些超过 20 岁的人中。
65 岁(发生率:80%) 为了解决这一差距实施问题,我们建议进行 I 型混合。
有效性实施试验,我们测试基于视频游戏的培训对医生的效果
我们根据初步广泛的研究设计了这项试验,在此期间我们隔离了医生。
行为作为分类实践中最大的变异来源,识别启发法(模式识别)
作为行为的主要原因,开发了基于理论的定制视频游戏来重新校准医生
启发式(即,使它们与临床实践指南保持一致),并确保其在实验室中的有效性。
试验中,我们将与三个国家合作,招募全国急诊医学医师样本(n = 900)
大型人员配置组织,并将随机分配医生进行以下三种干预措施之一:基于视频游戏的干预措施
培训、基于文本的教育(主动控制)或什么都不做(被动控制) 试验的具体目标是 (1)。
测试三种干预措施对行为(例如分类不足)和以患者为中心的结果的影响
(例如,30 天死亡率)通过将试验数据与医疗保险索赔联系起来,(2) 比较作用机制
积极的干预措施通过使用一套经过验证的仪器来影响医生的行为,以及(3)
通过以下方式确定在实践中影响和实施维护指南的背景因素:
对试验参与者(n = 20)和关键国家样本进行全面定性评估
决策者(例如,急诊科主任、患者 [n=20/组])将共同提供对这些目标的批判性见解。
我们新颖的干预措施和关键数据的有效性,可为未来的实施工作提供信息。
项目成果
期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
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Deepika Mohan其他文献
Deepika Mohan的其他文献
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{{ truncateString('Deepika Mohan', 18)}}的其他基金
Development of a serious game to measure physician implementation of trauma triage guidelines
开发一款严肃的游戏来衡量医生对创伤分类指南的执行情况
- 批准号:
10646651 - 财政年份:2023
- 资助金额:
$ 59.71万 - 项目类别:
Development and feasibility testing of a novel intervention to implement trauma triage guidelines
实施创伤分类指南的新型干预措施的开发和可行性测试
- 批准号:
10393029 - 财政年份:2021
- 资助金额:
$ 59.71万 - 项目类别:
Development and feasibility testing of a novel intervention to implement trauma triage guidelines
实施创伤分类指南的新型干预措施的开发和可行性测试
- 批准号:
10193315 - 财政年份:2021
- 资助金额:
$ 59.71万 - 项目类别:
Development and feasibility testing of a novel intervention to implement trauma triage guidelines
实施创伤分类指南的新型干预措施的开发和可行性测试
- 批准号:
10193315 - 财政年份:2021
- 资助金额:
$ 59.71万 - 项目类别:
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