Katy Yanez, MSN, RN, CNOR Abbie Garcia, BSN, RN, CPN

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Katy Yanez, MSN, RN, CNOR Abbie Garcia, BSN, RN, CPN A Creative Evidence-Based Educational Approach to Revving the Engine on Catheter Associated Urinary Tract Infection (CAUTI) Prevention Katy Yanez, MSN, RN, CNOR Abbie Garcia, BSN, RN, CPN

Purpose & Objectives Describe a creative, evidence-based educational approach used to teach nurses about CAUTI prevention. The learner will be able to: Examine how gaming can be used to effectively engage adult learners. Summarize post-educational knowledge outcomes.

Lecture-Based Learning Evidence Lecture-Based Learning Game-Based Learning Instructor-centered approach2 Surface level, passive learning2 Efficient way to deliver material in a short period of time2 Engages only auditory and visual learners1 for a limited amount of time5 Either showed no statistical difference in learning outcomes or was shown to be less effective than active learning principles1 Learner-centered approach6,5 Active, engaging style of learning6 Large volume of material can be covered in one activity7 Improved learning outcomes6 Engages multiple learning styles1 Collaborative2 and motivating3 Instant feedback provided1 Enhanced retention of material6 Promotes problem based learning and critical thinking development4

Flushin’ CAUTI in the Potty

Data Collection Survey Post-Test Pre-Education Post-Education 3 months post activity

Pre-Education Survey Results STAFF COMFORT LEVEL: INSERTION & MAINTENANCE BUNDLES 12.4% 14.8% 31.4% Very Comfortable Comfortable Somewhat Comfortable Not Comfortable

Post-Education Survey Results STAFF COMFORT LEVEL: INSERTION & MAINTENANCE BUNDLES 0.6% 7.6% 46.6% Very Comfortable Comfortable Somewhat Comfortable Not Comfortable

Post-Test Results 7.9% 92.1% 8% 92% Comfort Level Post-Education Scored > 85% 92% Scored < 85%

Desired Outcomes Prevention of CAUTI Decrease hospital length of stay and costs Retention of CAUTI bundles of care Nurse satisfaction with creative learning methodologies

Feedback “Excellent!” “Great activity and interaction.” “Fun way of learning!” “Games are the best way to learn.” “The game was a lot of fun and we learned a lot.” “I say it’s a blast!” “LOVE this game!”

Questions

References 1. Bluestone, J., Johnson, P., Fullerton, J., Carr, C., Alderman, J., & BonTempo, J. (2013). Effective in-service training design and delivery: evidence from an integrative literature review. Human Resources for Health, 11 2. Boctor, L. (2013). Active-learning strategies: the use of a game to reinforce learning in nursing education. A case study. Nurse Education in Practice, 13(2), 96-100. doi:10.1016/j.nepr.2012.07.010 3. de-Marcos, L. l., Garcia-Lopez, E. e., & Garcia-Cabot, A. a. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 9599-113. doi:10.1016/j.compedu.2015.12.008 4. Koivisto, J., Haavisto, E., Niemi, H., Katajisto, J., & Multisilta, J. (2016). Elements explaining learning clinical reasoning using simulation games. International Journal of Serious Games, 3(4), 29. doi:10.17083/ijsg.v3i4.136 5. McLaughlin, J. E., Roth, M. T., Glatt, D. M., Gharkholonarehe, N., Davidson, C. A., Griffin, L. M., Esserman, D. A., & Mumper, R. J. (2014). The flipped classroom: a course redesign to foster learning and engagement in a health professions school. Academic Medicine, 89(2), 236-243. 6. Popil, I., Thompson, D. D., Billings, D. M., & Kowalski, K. (2015). A game-based strategy for the staff development of home health care nurses. Journal of Continuing Education in Nursing, 46(5), 205. doi:10.3928/00220124-20150420-14 7. Strickland, H. P., & Kaylor, S. K. (2016). Bringing your a-game: Educational gaming for student success. Nurse Education Today, 40101- 103. doi:10.1016/j.nedt.2016.02.014