Captain Sonar Impact on Trauma Patient Management
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 发起方
- 入组人数
- 100
- 试验地点
- 2
- 主要终点
- Technical skills
研究概览
简要总结
Trauma patient care requires collaboration and interaction with close relationship between many stakeholders from different professions (senior doctor, intern, nurse, nurse helpers, surgeons, etc).
This is a stressful situation where decision and action need to be quick, decisive and coordinate.
In this situation, quality of care and patient safety depends on a good interprofessional communication.
The acquisition of advanced communication skills, team management and leadership, stress management are essentials elements in the practice of Intensive and trauma care. However, advanced structured training or assessment of theses skills is lacking in medical education or Healthcare professionals training. The study therefore, aimed to develop a global and attractive training to help healthcare professionals to improve their skills.
Captain SonarTM is a naval battle game where two teams each composed of four participants clash. Each player has a well-defined role and it is imperative to communicate in a closed loop to advance in the game. This game also includes components similar to support for shock management: stress, speed of action, central communication and teamwork of four protagonists (Team Leader-Captain, intern-Second, nurse-Mechanic, Nurse help-Detector). It may improve team building, team leadership, interprofessional work, communication, stress management. The study hypothesis is that this board game would have an impact on the performance of professionals when facing a multiple trauma simulated patient. (differences in terms of technical and non-technical performance. Different use of closed loop communication, Different stress management, different efficiency and interprofessional collaboration with potentially a reduction in the timing of treatment being delivered in trauma room)
详细描述
All the teams of 4 participants and 1 medical Student previously trained will then benefit from a training session either exposed to captain sonar or into the control arm with monopoly.
High-fidelity and multiprofessional simulation session based on the incoming of a severe traumatized patient will be held. These sessions will take place on high-fidelity mannequins lent by the CLESS (Lyonnais Center for Health Simulation Education) in pavilion H of Édouard Herriot Hospital, within the Trauma Center (in situ).
The same scenario will be presented for all groups (exposed and controls) with the same objectives of realization and the same complexity. An audio-visual recording will take place during each session in order to allow the evaluation of the study criteria on technical and non technical skills between the participants a posteriori of the simulation session.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Health Services Research
- 盲法
- Double (Care Provider, Outcomes Assessor)
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Professional working at the Unit
排除标准
- 未提供
研究组 & 干预措施
Placebo Monopoly
The control group participants will benefit from a 60 min session to play a "Placebo" game: monopoly
干预措施: Monopoly Exposition (Behavioral)
Captain Sonar
Participants will receive a training by a game session at Captain SonarTM of 60 min (including 15 min of presentation and prize in hand of the game) against a standardized investigator team
干预措施: Captain Sonar Exposition (Behavioral)
结局指标
主要结局
Technical skills
时间窗: Measured during simulation session. Within 20 minutes of the simulation
Total time of care in the trauma room, in seconds
Non technical skills
时间窗: Measured during simulation session. Within 20 minutes of the simulation
use of closed loop communications: - count of the number of closed loops/minute
Stress profile and stress management
时间窗: immediately after simulation
Visual Analog Scale of Stress, from 0 to 100 maximum
次要结局
- Stress profiles and stress management physiological measurement heart rate variability(During Simulation within the 20 minutes of simulation)
- Stress profiles and stress management electrodermal activity(During Simulation within the 20 minutes of simulation)
- Demographic data(At Baseline)
- Debriefing Evaluation(immediately After Debriefing)
- Influence of exposure on Performance, communication and stress management(immediately After simulation)
- Technical skills grid(Measured during simulation session. Within 20 minutes of the simulation.)
- Technical skills key tasks(Measured during simulation session. Within 20 minutes of the simulation.)
- Technical skills self efficacy(Measured during simulation session. Within 20 minutes of the simulation.)
- Non technical skills crew ressource 1(Measured during simulation session. Within 20 minutes of the simulation.)
- Non technical skills crew ressource 2(Measured during simulation session. Within 20 minutes of the simulation.)
- Non technical skills communication anticipation(Measured during simulation session. Within 20 minutes of the simulation.)
- Non technical skills quality of team communication(immediately after simulation)
- Non technical skills confidence for team leader(immediately after simulation)
- Visual Analog Scale type of stress(immediately after the simulation session)
- Anxiety profile(immediately after the simulation session;)
研究者
Lilot Marc
Clinical Professor
Claude Bernard University
