Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Mastering fall prevention through a card game  

View through CrossRef
Background Fall prevention is essential for hospitalized patients. However, traditional teaching methods often fail to effectively engage nurses or translate guidelines into clinical practice. Summary of work We designed a card game, inspired by the classic “Old Maid” or “Old Bachelor” game to reinforce fall prevention knowledge among nurses. The game includes 30 pairs of cards illustrating fall prevention strategies, such as frequent monitoring, clutter-free walkways and muscle-strengthening exercises, and 25 pairs illustrating fall risk factors, such as sedative use, oversized clothing and wet floors. The unmatched card features a patient falling. Players match pairs while identifying whether they represent fall prevention or risk. The player left with the "falling patient" card participates in a simulated scenario, identifying fall risks and applying appropriate measures. Since March 2023, this game has been used in our ward. Additionally, we identified the top three high-risk patients upon admission and designed targeted prevention strategies. The monthly fall rate was calculated by dividing the number of falls, retrieved from the Taiwan Patient-Safety Reporting System, by the total patient days and multiplying by 1,000. The Wilcoxon rank-sum test compared the monthly fall rate between two periods. Summary of Results From March 2023 to December 2024, the monthly fall rate per 1,000 patient days (median, 0.855; range, 0-2.545) was lower than the rate from January 2022 to February 2023 (median, 1.247; range, 0-2.404), showing borderline significance ( p =0.083). Nurses provided positive feedback, describing the game as interesting, engaging and helpful for reinforcing knowledge. Discussion and Conclusion The implementation of this card game demonstrated a trend toward reducing falls, emphasizing its potential as a tool for improving patient safety. By gamifying the learning process, the game reinforced nurses’ knowledge and increased attentiveness in identifying risks and implementing preventive measures. While statistical significance was not achieved, the trend toward fall reduction and the positive feedback suggest that this innovative approach can contribute to patient safety. Take Home Message Promoting patient safety requires innovative and engaging strategies. This fall prevention card game provides nurses with an interactive way to learn, apply, and internalize fall prevention guidelines, contributing to safer care environments and better patient outcomes.
Title: Mastering fall prevention through a card game  
Description:
Background Fall prevention is essential for hospitalized patients.
However, traditional teaching methods often fail to effectively engage nurses or translate guidelines into clinical practice.
Summary of work We designed a card game, inspired by the classic “Old Maid” or “Old Bachelor” game to reinforce fall prevention knowledge among nurses.
The game includes 30 pairs of cards illustrating fall prevention strategies, such as frequent monitoring, clutter-free walkways and muscle-strengthening exercises, and 25 pairs illustrating fall risk factors, such as sedative use, oversized clothing and wet floors.
The unmatched card features a patient falling.
Players match pairs while identifying whether they represent fall prevention or risk.
The player left with the "falling patient" card participates in a simulated scenario, identifying fall risks and applying appropriate measures.
Since March 2023, this game has been used in our ward.
Additionally, we identified the top three high-risk patients upon admission and designed targeted prevention strategies.
The monthly fall rate was calculated by dividing the number of falls, retrieved from the Taiwan Patient-Safety Reporting System, by the total patient days and multiplying by 1,000.
The Wilcoxon rank-sum test compared the monthly fall rate between two periods.
Summary of Results From March 2023 to December 2024, the monthly fall rate per 1,000 patient days (median, 0.
855; range, 0-2.
545) was lower than the rate from January 2022 to February 2023 (median, 1.
247; range, 0-2.
404), showing borderline significance ( p =0.
083).
Nurses provided positive feedback, describing the game as interesting, engaging and helpful for reinforcing knowledge.
Discussion and Conclusion The implementation of this card game demonstrated a trend toward reducing falls, emphasizing its potential as a tool for improving patient safety.
By gamifying the learning process, the game reinforced nurses’ knowledge and increased attentiveness in identifying risks and implementing preventive measures.
While statistical significance was not achieved, the trend toward fall reduction and the positive feedback suggest that this innovative approach can contribute to patient safety.
Take Home Message Promoting patient safety requires innovative and engaging strategies.
This fall prevention card game provides nurses with an interactive way to learn, apply, and internalize fall prevention guidelines, contributing to safer care environments and better patient outcomes.

Related Results

Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Solomon’s article and Binmore’s response exemplify a standard exchange between the game theorist and those critical of applying game theory to ethics. The critic of game theory lis...
CREATING VISUAL ASSETS OF KOREAN VOCABULARY CARD GAME NOLJA
CREATING VISUAL ASSETS OF KOREAN VOCABULARY CARD GAME NOLJA
The Korean vocabulary card game Nolja is a game designed to assist the learning process of Korean vocabulary in an interactive way and suitable for women aged 15-25 years. However,...
Konsep Perilaku Keputusan Pembelian Game Online
Konsep Perilaku Keputusan Pembelian Game Online
E-Sport sports have been recognized as sports since 2020. The rise of technological developments makes game applications more very diverse and competitive. Data shows that the numb...
THE IMPLEMENTATION OF 'TYPOMAN GAME' TO TEACH VOCABULARY (Descriptive Qualitative Research)
THE IMPLEMENTATION OF 'TYPOMAN GAME' TO TEACH VOCABULARY (Descriptive Qualitative Research)
<p>Mastery of English vocabulary is crucial for high school students' communication skills and academic success. However, some students in Indonesia face challenges in master...
An Evaluation of a Community Fall Prevention Program to Prevent Recurrent Falls among Elder Adults
An Evaluation of a Community Fall Prevention Program to Prevent Recurrent Falls among Elder Adults
Background/Objectives: Falls are the leading cause of fatal traumatic injury and the most common cause of non-fatal trauma-related hospital admissions among the elderly. With the ...
Serious Games for Climate Action: Designing Analog Engagement Tools for Citizen Participation
Serious Games for Climate Action: Designing Analog Engagement Tools for Citizen Participation
This study presents the development of three analogue games as engagement tools for citizen participation in climate action. Our serious games (purpose beyond entertainment) were d...

Back to Top