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Co-designing a gamified learning tool to explore the effectiveness of social prescribing among healthcare providers

Mahomed, Amirah, Perera, Yoshi, Walsh, Hannah and Windatt, Clayton (2021) Co-designing a gamified learning tool to explore the effectiveness of social prescribing among healthcare providers. [Art/Design item]

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Item Type: Art/Design item
Creators: Mahomed, Amirah, Perera, Yoshi, Walsh, Hannah and Windatt, Clayton

Background: Healthcare is a complex systemic response that addresses the acute health issues of individuals and prevents the downstream consequences of illnesses. With costs and demands on this system rising, social prescribing has emerged a viable and asset-based upstream intervention that decreases social isolation and repeat visits to primary care. The uptake of social prescribing in Canada is slow and requires a creative engagement strategy amongst healthcare workforces. A participatory process was explored to engage healthcare providers iteratively to co-design a gamified learning tool on social prescribing.

Methods: Working with social prescribing champions in Ontario, the project team developed an exploratory gameboard design that highlighted the impact of social prescribing on communities. Informed by several co-design workshops involving the principal team, systemic design mapping tools were utilized; iterative inquiry, journey mapping, rich context, actors map, transition by design and three horizons. Patient stories and case studies from local and regional health institutions aided in the development of game personas. The next phase of the project will involve the board piloted in various settings in with objective knowledge assessment and subjective feedback questionnaires being administered.

Analysis: Initial analysis of case studies and client journeys developed personas that reflect the needs of members of equity owed groups; racialized folks, substance users, gender nonbinary folks and those living with chronic diseases. Gaming artefacts were developed through team dialogue and weekly brainstorming exercises where the following needs emerged: language that was person centered, combined probabilities (using nonconventional dice, a spinner and gaming personas), and narratives of lived experiences. Data on participant learning, and user experience feedback will emerge with the next phase of the project. Initial findings included the need for representation of seniors and older adults.

Conclusions: Peer-based learning on social determinants and social prescribing have been demonstrated during pilot games. Next phase will establish practicality for the tool’s integration in medical educational and multidisciplinary learning. Increased social prescribing maybe achieved through game play that is participatory like this.

Keywords: Social Prescribing, Medical Education, Gamification, Seniors

Date: April 2021
Divisions: Graduate Studies > Design for Health
Date Deposited: 05 Aug 2021 17:26
Last Modified: 20 Dec 2021 16:19
URI: https://openresearch.ocadu.ca/id/eprint/3490

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