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Influencing Influenza
A game for Dutch medical students to learn about influenza epidemic control
Presentation Roadmap
Starting Point
Design & Mechanics
Results Live Game Play
Conclusions & Next steps
Starting point
Decision to Innovate:
• Julius Center (Utrecht University)
• Curriculum Communicable Disease Control
• Innovation of Outbreak Response Teaching
• Decision to introduce game for students
GameDevelopers:
• Jade Owl Studios
• Start-up Dutch Game Design company
• Focus on State-of-Art game design
• Transmissible
• International Public Health Support
• Experts in Communicable Disease
Control training
Learning Objectives
• Understand the roles of relevant organizations in outbreak response
• Local / regional: Public Health Services
• National Public Health Institute
• Animal Health Sector
• International Health Agencies
• Experience challenge of collaboration under time pressure
• Missing information
• Communication issues
• Different personalities
The Game
•Collaborative game for 5-6 players
•Hybrid: card game & computer-based, branching narrative
•Played in 5 rounds, each round:
• Team plays the role of 1 organisation
• Four phases, within 25 minutes:
1. Problem Description
2. Deciding on which information to collect
3. Spending resources to secure information
4. Deciding on best evidence-based intervention
The Scenario
•Severe influenza at a local school
•Epidemic expands to animal population
•Local, National health authorities & animal health sector involved
•ECDC acts when multiple countries are infected
•Scenario is programmed as a branching narrative in TWINE®
Game mechanics of each round
1. Context phase
a) Read narrative on screen
b) Discuss the problem
2. Outbreak File phase (stopwatch: 5 minutes)
a) Review & discuss 3 Information cards
b) Select most relevant information card to further study
c) Repeat a-b until stack is empty
3. Information Collection phase (stopwatch: 2 minutes)
a) Play resource cards to ‘pay’ for the Information card
b) Players may hold max 2 cards in hand
4. Interpretation & action phase
a) Enter codes of acquired information cards
b) Read detailed narrative information
c) Decide on best out of 4 actions
Experience from 3 live game applications
•February 2018: medical students Utrecht University
• 3rd year bachelor curriculum
• 4 groups of players (all recorded)
•June 2018: Netherlands School of Public Health Professionals
• Adult education in communicable disease control
• 3 groups of players recorded
•Juli 2018: medical students Utrecht University
• 3rd year bachelor curriculum
• 8 groups of players recorded
Outcomes game play - round 1
1
2
3
0
2
4
6
8
10
1.1 1.2 1.3 1.4
Students (12 groups), 2018
1
2
3
0
1
2
3
1.1 1.2 1.3 1.4
Public health (3 groups), 2018
Outcomes game play - round 1
1
2
3
0
2
4
6
8
10
1.1 1.2 1.3 1.4
Students (12 groups), 2018
1
2
3
0
1
2
3
1.1 1.2 1.3 1.4
Public health (3 groups), 2018
Study protocol with your team
Call lab for diagnostic details
Go to school and inspect
Outcomes game play - round 1
1
2
3
0
2
4
6
8
10
1.1 1.2 1.3 1.4
Students (12 groups), 2018
1
2
3
0
1
2
3
1.1 1.2 1.3 1.4
Public health (3 groups), 2018
Call national institute for advice
Investigate background
Family members
Outcomes game play - round 3
1
3
0
2
4
6
8
10
12
3.1 3.2 3.3 3.4 3.5
Scores round 3 - Students
(12 groups), 2018
1
3
0
1
2
3
3.1 3.2 3.3 3.4 3.5
Scores round 3 - Public Health
(3 groups), 2018
No clear preference: confusion on options Prefer risk factor study above case interviews
Outcomes game play - round 5
1
3
0
2
4
6
8
5.1 5.2 5.3 5.4 5.5 5.6
Scores round 5 - Students (12 groups), 2018
1
3
0
1
5.1 5.2 5.3 5.4 5.5 5.6
Scores round 5 - Public Health (3 groups), 2018
University assignment for mathematical model Virological study to inform
vaccine development
Performance of increasing difficulty levels
0%
20%
40%
60%
80%
100%
1 2 3 4 5
Information cards acquired
by player group (2018)
Students Public Health
Round Information
Cards
Resources
1 12 6
2 12 8
3 15 8
4 15 10
5 18 12
Feedback from player groups
• Students:
- Central time-keeping should be per group
- Scenario is realistic & challenging
- Game provides new knowledge on public health organisations
- More fun than expected (‘serious games’ are not always ‘serious’)
• Public Health Professionals:
- School of Public Health sees good match with curriculum
- Collaborative targets are appreciated
- Scenario is realistic, funny, and promotes discussion on good practice
- Scenario and game mechanics seen as superior to existing Dutch public health games
- Gameplay depends on team composition
Conclusions so far
• Greep op Griep performs as expected
• Game experience is positive & appreciated by players & trainers
• Players’ choices in branching narrative may reflect gaps in knowledge
• Public Health Professionals find game useful (unexpected)
• We need validated survey to measure learning effects of game
Next steps
• Complete validation of learning effect study instrument (with Julius Center)
• Continue in curriculum Utrecht University & Public Health Professionals
• Introduce game in other universities
• Netherlands
• Other European?
• Interested? Play the game in our booth!
Acknowledgements
• Authors:
• Arnold Bosman (Transmissible)
• Jeremy Falger (Jade Owl Studios)
• Milan Lefferts (Jade Owl Studios)
• Vincent van Gils (Jade Owl Studios)
• Contributors
• Nienke van den Berg (Julius Center)
• Marielle Jambroes (Julius Center)
• Tom IJdema (Jade Owl Studios),
• Nanne Jansen (Julius Centrum)
• Ecca Berhitu (Education centre UMC Utrecht)

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Influencing Influenza: Educational game for medical students

  • 1. Influencing Influenza A game for Dutch medical students to learn about influenza epidemic control
  • 2. Presentation Roadmap Starting Point Design & Mechanics Results Live Game Play Conclusions & Next steps
  • 3. Starting point Decision to Innovate: • Julius Center (Utrecht University) • Curriculum Communicable Disease Control • Innovation of Outbreak Response Teaching • Decision to introduce game for students GameDevelopers: • Jade Owl Studios • Start-up Dutch Game Design company • Focus on State-of-Art game design • Transmissible • International Public Health Support • Experts in Communicable Disease Control training
  • 4. Learning Objectives • Understand the roles of relevant organizations in outbreak response • Local / regional: Public Health Services • National Public Health Institute • Animal Health Sector • International Health Agencies • Experience challenge of collaboration under time pressure • Missing information • Communication issues • Different personalities
  • 5. The Game •Collaborative game for 5-6 players •Hybrid: card game & computer-based, branching narrative •Played in 5 rounds, each round: • Team plays the role of 1 organisation • Four phases, within 25 minutes: 1. Problem Description 2. Deciding on which information to collect 3. Spending resources to secure information 4. Deciding on best evidence-based intervention
  • 6. The Scenario •Severe influenza at a local school •Epidemic expands to animal population •Local, National health authorities & animal health sector involved •ECDC acts when multiple countries are infected •Scenario is programmed as a branching narrative in TWINE®
  • 7. Game mechanics of each round 1. Context phase a) Read narrative on screen b) Discuss the problem 2. Outbreak File phase (stopwatch: 5 minutes) a) Review & discuss 3 Information cards b) Select most relevant information card to further study c) Repeat a-b until stack is empty 3. Information Collection phase (stopwatch: 2 minutes) a) Play resource cards to ‘pay’ for the Information card b) Players may hold max 2 cards in hand 4. Interpretation & action phase a) Enter codes of acquired information cards b) Read detailed narrative information c) Decide on best out of 4 actions
  • 8. Experience from 3 live game applications •February 2018: medical students Utrecht University • 3rd year bachelor curriculum • 4 groups of players (all recorded) •June 2018: Netherlands School of Public Health Professionals • Adult education in communicable disease control • 3 groups of players recorded •Juli 2018: medical students Utrecht University • 3rd year bachelor curriculum • 8 groups of players recorded
  • 9. Outcomes game play - round 1 1 2 3 0 2 4 6 8 10 1.1 1.2 1.3 1.4 Students (12 groups), 2018 1 2 3 0 1 2 3 1.1 1.2 1.3 1.4 Public health (3 groups), 2018
  • 10. Outcomes game play - round 1 1 2 3 0 2 4 6 8 10 1.1 1.2 1.3 1.4 Students (12 groups), 2018 1 2 3 0 1 2 3 1.1 1.2 1.3 1.4 Public health (3 groups), 2018 Study protocol with your team Call lab for diagnostic details Go to school and inspect
  • 11. Outcomes game play - round 1 1 2 3 0 2 4 6 8 10 1.1 1.2 1.3 1.4 Students (12 groups), 2018 1 2 3 0 1 2 3 1.1 1.2 1.3 1.4 Public health (3 groups), 2018 Call national institute for advice Investigate background Family members
  • 12. Outcomes game play - round 3 1 3 0 2 4 6 8 10 12 3.1 3.2 3.3 3.4 3.5 Scores round 3 - Students (12 groups), 2018 1 3 0 1 2 3 3.1 3.2 3.3 3.4 3.5 Scores round 3 - Public Health (3 groups), 2018 No clear preference: confusion on options Prefer risk factor study above case interviews
  • 13. Outcomes game play - round 5 1 3 0 2 4 6 8 5.1 5.2 5.3 5.4 5.5 5.6 Scores round 5 - Students (12 groups), 2018 1 3 0 1 5.1 5.2 5.3 5.4 5.5 5.6 Scores round 5 - Public Health (3 groups), 2018 University assignment for mathematical model Virological study to inform vaccine development
  • 14. Performance of increasing difficulty levels 0% 20% 40% 60% 80% 100% 1 2 3 4 5 Information cards acquired by player group (2018) Students Public Health Round Information Cards Resources 1 12 6 2 12 8 3 15 8 4 15 10 5 18 12
  • 15. Feedback from player groups • Students: - Central time-keeping should be per group - Scenario is realistic & challenging - Game provides new knowledge on public health organisations - More fun than expected (‘serious games’ are not always ‘serious’) • Public Health Professionals: - School of Public Health sees good match with curriculum - Collaborative targets are appreciated - Scenario is realistic, funny, and promotes discussion on good practice - Scenario and game mechanics seen as superior to existing Dutch public health games - Gameplay depends on team composition
  • 16. Conclusions so far • Greep op Griep performs as expected • Game experience is positive & appreciated by players & trainers • Players’ choices in branching narrative may reflect gaps in knowledge • Public Health Professionals find game useful (unexpected) • We need validated survey to measure learning effects of game
  • 17. Next steps • Complete validation of learning effect study instrument (with Julius Center) • Continue in curriculum Utrecht University & Public Health Professionals • Introduce game in other universities • Netherlands • Other European? • Interested? Play the game in our booth!
  • 18. Acknowledgements • Authors: • Arnold Bosman (Transmissible) • Jeremy Falger (Jade Owl Studios) • Milan Lefferts (Jade Owl Studios) • Vincent van Gils (Jade Owl Studios) • Contributors • Nienke van den Berg (Julius Center) • Marielle Jambroes (Julius Center) • Tom IJdema (Jade Owl Studios), • Nanne Jansen (Julius Centrum) • Ecca Berhitu (Education centre UMC Utrecht)