| Literature DB >> 35789220 |
Jonathan P Whittall1, Aaron M Orkin1,2,3, Curtis Handford1, Michelle Klaiman4, Pamela Leece5, Mercy Charles6, Amy Wright5,7, Suzanne Turner8, Laurie J Morrison9, Carol Strike10, Douglas M Campbell6,11.
Abstract
The opioid crisis is a growing public health emergency and increasing resources are being directed towards overdose education. Simulation has emerged as a novel strategy for training overdose response, yet little is known about training non-clinicians in bystander resuscitation. Understanding the perspectives of individuals who are likely to experience or witness opioid overdose is critical to ensure that emergency response is effective. The Surviving Opioid Overdose with Naloxone Education and Resuscitation (SOONER) study evaluates the effectiveness of a novel naloxone education and distribution tool among people who are non-clinicians and likely to witness opioid overdose. Participants' resuscitation skills are evaluated using a realistic overdose simulation as the primary outcome of the trial. The purpose of our study is to describe the experience of participants with the simulation process in the SOONER study. We employed a semi-structured debriefing interview and a follow up qualitative interview to understand the experience of participants with simulation. A qualitative content analysis was performed using data from 21 participants who participated in the SOONER study. Our qualitative analysis identified 5 themes and 17 subthemes which described the experience of participants within the simulation process. These themes included realism, valuing practical experience, improving self-efficacy, gaining new perspective and bidirectional learning. Our analysis found that simulation was a positive and empowering experience for participants in the SOONER trial, most of whom are marginalized in society. Our study supports the notion that expanding simulation-based education to non-clinicians may offer an acceptable and effective way of supplementing current opioid overdose education strategies. Increasing the accessibility of simulation-based education may represent a paradigm shift whereby simulation is transformed from a primarily academic practice into a patient-based community resource.Entities:
Mesh:
Substances:
Year: 2022 PMID: 35789220 PMCID: PMC9255733 DOI: 10.1371/journal.pone.0270829
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.752
Participant demographics.
| Category | Overall (N = 21) |
|---|---|
|
| 43.00 [35–54] |
| Male | 14 (66.7) |
| Female/other | 7 (33.3) |
| 16 (76.2) | |
| White | |
| Other | |
| Renting | 8 (38.1) |
| Shelter/Homeless/Group home | 7 (33.3) |
| Other | 6 (28.6) |
| Elementary | 6 (28.6) |
| High school | 5 (23.8) |
| College/university | 10 (47.6) |
|
| |
| Rx opioids (hydromorphone, morphine, etc.) | 6 (28.6) |
| Non-Rx opioids (fentanyl, heroin, etc.) | 12 (57.1) |
| OAT (methadone, buprenorphine) | 7 (33.3) |
|
| |
| Has witnessed an opioid overdose | 10 (55.6) |
| Has personally required emergency care for an opioid overdose | 7 (33.3) |
| 9 (42.9) |
Fig 1Schematic of the simulation room.
Results from the qualitative content analysis.
| No. of occurrences | Sample Quote | |
|---|---|---|
| 1. REALISM | ||
| 1A. Physical fidelity | 22 | [The manikin] feels and weighs the same as a real human. (D-21) |
| 1B. Emotional activation | 23 | Now I can breathe, that was wild. (D-P8) |
| 1C. Memory reactivation | 23 | I just saved my friend, so I was picturing her during the simulation. (I-P8) |
| 2. VALUING PRACTICAL EXPERIENCE | ||
| 2A. Hands-on learning | 10 | You can’t just read the steps, you have to practice it. (I-P6) |
| 2B. Importance of practice/repetition | 14 | Its mostly practice that you need to get comfortable with this. (D-P3) |
| 2C. Identifying knowledge gaps | 20 | I didn’t know that I needed to do continuous CPR. (D-P5) |
| 2D. Developing process skills | 8 | It’s hard to talk on the phone and go back and forth. I have difficulties multi-tasking. (D-P3) |
| 3. INCREASING SELF-EFFICACY | ||
| 3A. Improving confidence | 19 | Just having this hands-on experience definitely makes you feel a lot more confident. (I-P16) |
| 3B. Positive user experience | 14 | [the simulation] was perfect—it was more than what I thought it would be. (I-P1) |
| 3C. Altruism | 23 | I joined the study to learn how to save someone’s life. (I-P9) |
| 3D Valuing the training/knowledge | 35 | I feel lucky because I am getting paid to learn. I would have done this just for the knowledge. (D-P1) |
| 4. GAINING NEW PERSPECTIVE | ||
| 4A. Simulation as a new experience | 11 | It was my first-time taking part in an experience like this. (D-P14) |
| 4B. Self-reflection | 7 | I’m still here, you get to a point where you wonder why. (D-P17) |
| 4C. Developing a different perspective | 6 | I have overdosed several times, but I never realized what it is like to be on the other side. (D-P3) |
| 5. BIDIRECTIONAL LEARNING | ||
| 5A Identifying barriers to resuscitation | 18 | The good Samaritan act doesn’t help, the police still arrest you. (D-P8) |
| 5B. Sharing lived experience | 21 | There are ODs [at the shelter] every single day, so its common to find someone unresponsive there. (I-P7) |
| 5C. Desire to share the experience | 10 | Things like this should be out there more. I haven’t seen anything like this. (D-P4) |