Simulation Game Presentation Games For Health 2009

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    Simulation Game Presentation Games For Health 2009 - Presentation Transcript

    1. Computer Gaming as a Learning Environment for Health Care Management, Policymaking, and Emergency Preparedness Presentation at Games for Health Conference Boston, Massachusetts June 12, 2009 Gary B. Hirsch Consultant, Creator of Learning Environments 7 Highgate Road, Wayland, Massachusetts 01778 USA [email_address] www.GaryBHirsch.com 1-508-653-0161
    2. Overview
      • The Value of Simulation Games as Learning Environments
      • Health Care Case Examples
        • Health Care Management Microworld
        • Health Reform Policy Simulator
        • Pandemic Simulators for Emergency Preparedness
      • Designing the Learning Experience
      • Current and Future Development
    3. Models...
      • Help Us
        • Describe the Structure of Complex Systems
        • Understand Relationship Between Structure and Behavior
        • Ask “What if?” Questions Using a Consistent Framework
      • But It’s Hard to Convey Understanding of Complex Systems Through Static Means Like Power Point Presentations; Interactive Demos Are Better, But...
      • Much of the Learning Still Remains in the Head of the Model Builder
      • Managers Need a Means of Exploring the System Themselves and Constructing Their Own Understanding
      • Simulation Games Utilize a Model, Interface, and Well-Thought Out Learning Experience to Give Them This Capability
    4. Why a Simulation Game?
      • Engage Decision Makers and
        • Let Them Test and Deepen Their Understanding by Experimenting with Their Own Strategies
        • Help to Convey Real Intuition About How the System Works
        • Enable Them to Understand of Strategic Implications of Their Actions Including Unintended Consequences
        • Appreciate the Importance of Systemic Thinking--In General and Especially About Their Own Problems
        • Develop Shared Understanding at Multiple Organizational Levels
        • Generate Excitement About Learning
      • Remove the Model Builder as a Middleman--It’s Not Necessary to Interpret “What the Model is Saying”
      • Enable Experiential Learning Through a High Level of Engagement
    5. Examples of Other Simulation Games
      • Health Care Delivery and Community Health Status; Dealing with Change in Health Systems
      • Newspapers Transitioning to the Internet
      • Microfinance Institutions
      • School Reform
      • Simulators for Teaching Physics and Economics
      • Port Operations and Effects of New Security Measures
    6. Health Care Microworld Case Example
      • Health Care Was Changing Rapidly
        • Payment Shifting from Fee-for-Service to Capitation
        • Organization Structure Moving to Vertically Integrated Systems
        • Greatly Increased Competition
        • Horizontal Mergers
      • Managers Needed to Understand How to Manage Differently and a “Practice Field” to Reduce Risk to Their Organizations
      • Overall Objectives--Improve:
        • Understanding, Set Stage for Strategic Planning
        • Strategic Thinking e.g., See the Importance of Making Investments Over Time Rather Than Fire Fighting
        • Systems Thinking Skills--Overcome Departmental Stovepipe Mentality and Focus on Own Roles; Appreciate Big Picture
      • Opportunity to Shape New Ways of Working Together--Neutral Turf Created by Hypothetical Situation
    7. Modular Design…Work with Subsystems or Whole System
    8. Pre-Configured Strategies Allow for Gradual Introduction
    9. Role Playing Helps Teach Lessons About Collaboration Roles/System Components Network-Level Strategies
    10. Each Role Makes Its Own Decisions Subject to Resource Constraints Resource Constraints
    11. Network Decisions Provide Opportunity for Collaborative Strategies
    12. Carefully Selected Performance Measures Give Users Balanced View of Their Strategies Decisions Performance Measures
    13. Users Can Set Goals for Each of the Performance Objectives
    14. Comparisons of Selected Variables Across Simulations Let Users Identify Consequences of Strategies Performance Measures
    15. Users Can Then “Drill Down” to Understand Why Strategies Produce the Results That Are Observed System Components Decision Support Performance Measures
    16. Detailed Information Helps Explain Causes of Behavior and Pinpoint Problems with Strategies
    17. Having Data in Multiple Formats Supports Different Learning Styles
    18. Status Reports and Help Screens Improve Ease of Use
    19. Sensitivity Analyses Let Users Change Assumptions and Appreciate Need for Robust Strategies
    20. HealthBound Policy Simulation Game
      • Developed for the CDC
      • Move Health Reform debate away from single-focus issues such as universal coverage toward more systemic view
      • Move attention “upstream” to make sure debate includes health protection and prevention rather than just treating illness
      • Make people aware of possible unintended consequences, policy resistance, and other systemic effects of proposed measures
      • Provide a practice field for engaging people in the process, make them more than just passive observers
    21.  
    22. Causal Relationships Underlying HealthBound Game
    23. Decisions Available to Players of HealthBound Game
    24. Scorecard View of Results with Insurance Coverage and Quality Improvement
    25. Detailed Results That Help Explain Unexpected Outcome
    26. Alternate View of Results: Progress Report
    27. Emergency Preparedness: Pandemic Simulation Game
      • Developed as part of Critical Infrastructure Protection —Decision Support System (CIPDSS) project carried out by Sandia, Los Alamos, and Argonne National Labs for the US Department of Homeland Security
      • Based on a Metropolitan-level simulation model developed by Los Alamos National Lab
      • Advanced state-of-the-art over “tabletop” exercises by providing feedback to actions taken by players
      • Designed to provide a forum for the multiple services that would have to respond to a pandemic
    28. Emergency Preparedness: Pandemic Simulation Game
      • Pilot –tested in Boston in October, 2007
      • Game scaled to Boston population, number of hospital beds
      • Workshop included participants from a broad range of services in state and local agencies-played in two teams of eight.
      • Game found to have real value, especially for encouraging dialogue among people who will have to cooperate in a real pandemic
      • Also had value for helping people visualize and quantify the effects of decisions they will have to make
    29. Overview Screen
    30. Health Care Dashboard
    31. Vaccine Interventions Available to Players
    32. Quarantine Options Available
    33. Design Considerations--The Learning Experience (1)
      • Keep Introduction Short
        • Why a Systemic View? Use Simple Example
        • Case Material
        • Brief Outline of Day
      • Get “Hands On” Quickly
        • Make the “Tour” Interactive
        • Use Pre-configured Strategies to Practice the Desired Way of Thinking
          • Anticipate Behavior
          • Articulate Hypotheses
          • Use Results to Understand What Happened, Especially Surprises
        • Group Debrief, Facilitation to Share Learning
    34. Design Considerations--The Learning Experience (2)
      • Free Play to Craft and Test Broader Set of Strategies; Allow Open Choice of Strategy or Use Pre-Configured Strategy as Starting Point
      • Make Time for Multiple Iterations, Periodic Debriefings, Sensitivity Analyses
      • Multiple Modes of Play for Different Audiences--Make It Possible to Do Something Useful in Shorter Time Period
      • Discuss Application Back to Organization--Implications for:
        • Learning Needs
        • Strategy
        • Data
      • Make Embedded Archetypes Explicit; Provide Archetypes and Templates as “Take-Away’s” for Immediate Application
    35. Current and Future Development of Health Management Games
      • Richer, more immersive experiences—better graphics and audio-visuals
      • Games customizable to user environments
        • Population served
        • Health problems
        • Resources available
        • Environment and constraints that affect the population’s health and health care
      • Being developed by Simquest LLC
      • Tool to develop strategic plans and practice response tactics
      • Targeted toward medical treatment facility administrators
      • Practice local mitigation strategies
      • Manage surge and while providing standard levels of care
      Next Generation Pandemic Planning Game
    36. Dashboard
    37. Media Monitor
    38. Resources
    39. More Examples and Information at: www.GaryBHirsch.com

    + Gary HirschGary Hirsch, 5 months ago

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