| Literature DB >> 29725559 |
Xiao Chi Zhang1, Hyunjoo Lee1, Carlos Rodriguez1, Joshua Rudner1, Teresa M Chan2, Dimitrios Papanagnou1.
Abstract
Teamwork, a skill critical for quality patient care, is recognized as a core competency by the Accreditation Council for Graduate Medical Education (ACGME). To date, there is no consensus on how to effectively teach these skills in a forum that engages learners, immerses members in life-like activities, and builds both trust and rapport. Recreational 'Escape Rooms' have gained popularity in creating a life-like environment that rewards players for working together, solving puzzles, and completing successions of mind-bending tasks in order to effectively 'escape the room' in the time allotted. In this regard, escape rooms share many parallels with the multitasking and teamwork that is essential for a successful emergency department (ED) shift. A pilot group of nine emergency medicine (EM) residents and one senior EM faculty member underwent a commercial escape room as part of a team-building exercise in January 2018. The escape room required participants to practice teamwork, communication, task delegation, and critical thinking to tackle waves of increasingly complex puzzles, ranging from hidden objects, physical object assembly (i.e., jigsaw puzzles), and symbol matching. Activities required members to recognize and utilize the collective experiences, skills, knowledge base, and physical abilities of the group. After the game, players underwent a structured 'game-master' debriefing facilitated by an employee of the commercial escape room; this was followed by a post-event survey facilitated by a faculty member, which focused on participants' feelings, experiences, and problem-solving techniques. Escape rooms afford learners the opportunity to engage in an activity that rewards teamwork and effective leadership through experiences that directly link to specific ACGME milestones and educational learning theories. EM participants were engaged in the activity and felt that the escape room reproduced an environment analogous to the ED. The debriefing that followed the activity provided a satisfactory conclusion to the experience; but learners preferred a more organized debriefing format that provided them with constructive and specific feedback on their performance.Entities:
Keywords: communication; escape room; faculty development; graduate medical education; medical education; simulation; teamwork
Year: 2018 PMID: 29725559 PMCID: PMC5931417 DOI: 10.7759/cureus.2256
Source DB: PubMed Journal: Cureus ISSN: 2168-8184
Selected Participant Survey Responses Following the Escape Room
ED = Emergency Department
| Survey Questions | Common Themes |
| Q4 - Please recall the interaction you had with your colleagues in the game. Were they similar to tasks you perform in the ED? | Task Switching; Task Delegation; Data Compilation; Plan Development; Task Specification; Disposition Planning |
| Q5 - Please recall the interaction you had with your colleagues in the game. Were they similar to the interactions you have had with your applications in the ED? | Polite; Taking Turns; Independent Data Collection; Collective Brainstorming and Data Sharing |
| Q6 - Please recall the debriefing conducted by the game master at the conclusion of the game. Was this similar to the debriefing at the end of your shift? | Different than Healthcare Debriefing; Inadequate Debriefing; Different Debriefing Style |
| Q10 - What are some immediate lessons you learned by working with your peers in the Escape Room? | Contribution of Unique Skills; Appreciation of Skill Development Outside the Workplace; Organic Practice of Leadership Skills |
| Q17 - If you were to redesign this team-building activity, what would you want to include to make it a more effective activity that focuses on team work and communication? | Fewer Sequential Puzzles; More Concurrent Puzzles; Diversifying Participants; More Comprehensive Debriefing with Constructive Feedback |
Accreditation Council for Graduate Medical Education (ACGME) Milestones Specific to Emergency Medicine (EM) with Corresponding Learning Theories Found in an Escape Room Activity
ACGME = Accreditation Council for Graduate Medical Education
PC = Patient Care
ICS = Interpersonal and Communication Skills
Source: https://www.acgme.org/Portals/0/PDFs/Milestones/EmergencyMedicineMilestones.pdf [9]
| ACGME Milestone | Escape Room Activity | Relevant Educational Learning Theories |
| PC8: Task Switching | Level 1: Solves a single puzzle amidst a chaotic environment; Level 2: Pays attention to discovered clues while completing a task; Level 3: Actively communicates with team members to share new hints or solutions; Level 4: Actively reassesses environment to assign new tasks after a stage is completed | Constructivist: Players use previous puzzle-solving knowledge to help process clues. Cognitivist: Players acquire new knowledge based on real-time puzzle solving |
| ICS1: Interpersonal and Communication Skills | Level 1: Establishes rapport with fellow players; Level 2: Negotiates and manages simple conflicts during the game; Level 3: Effectively communicates with struggling players to minimize stress when engaged in a complex puzzle; Level 4: Uses flexible communication strategies to assign appropriate tasks to assist with puzzle-solving | Social Learning: Players imitate puzzle-solving behaviors with success. Behaviorism: Positive behavior is reinforced by progression in the escape room |
| ICS2: Leading Patient-Centered Care Teams | Level 1: Participate as an individual player; Level 2: Communicates pertinent clues and/or solutions to the team leader; Level 3: Demonstrates clear communication with team members; Level 4: Recommends changes in team behaviors to solve complicated puzzles (i.e. assigns a new player to a problem or considers an alternate approach) | Social Learning: Players imitate puzzle-solving behaviors with success. Behaviorism: Positive behavior is reinforced by progression in the escape room |