201440 Masters of Disasters: The development and implementation of an interactive, team-driven board game that teaches the core concepts of CBRNE preparedness

Monday, November 9, 2009

Michelle A. Bosshard, MPH , Office of Organizational Development and Training, Los Angeles County, Department of Public Health, Los Angeles, CA
Emily O. Smith, MPH , Health & Social Policy Research, Insight Policy Research, Inc., Arlington, VA
Karen Garman, EdD, MAPP , Healthcare Education, Leadership & Performance, Inc., San Diego, CA
Ernesto O. Hinojos, MPH , Office of Organizational Development and Training, Los Angeles County, Department of Public Health, Los Angeles, CA
Noël Bazini-Barakat, RN, MSN, MPH , Office of Organizational Development and Training, Los Angeles County, Department of Public Health, Los Angeles, CA
Background/Purpose: Ensuring staff compliance around all hazards' preparedness training for the five key disaster agents: Chemical, Biological, Radiological, Nuclear, and Explosives (CBRNE) is a fundamental, yet challenging task given the many learning opportunities a local public health department can pursue. A key challenge that any local health department might face is to develop a learning tool that is engaging, technologically advanced, and geared toward adult learners, fulfilling the needs of various learner profiles such as visual, auditory and hands-on learners. The purpose of this presentation is to highlight challenges and best practices in devising a CBRNE preparedness interactive board game, “Masters of Disasters,” for Los Angeles County Department of Public Health's infrastructure of approximately 4,000 employees, 16 divisions, 50 programs, and a variety of disciplines serving a population of 10 million. Methods: Methods include: project planning; design considerations; content development; audio-visual design; game logistics design; implementation; and evaluation. Results/Outcomes: Utilizing the “Masters of Disasters” board game, 274 staff have been trained. Participant evaluations measured the games' usefulness in preparing staff for a CBRNE emergency. On a scale from 1 to 5, 1 being Worthless and 5 being Very Useful, the analysis yielded 75% Very Useful and 25% Useful. Conclusions: Gaming has been proven an effective learning opportunity through its engaging nature of embracing all learning styles in a fun, team-building and thought provoking way. This learning tool has created a culture-shifting, knowledge-raising experience among department staff in exploring critical learning points that enable the workforce's preparedness for a CBRNE emergency.

Learning Objectives:
Identify 2 benefits of CBRNE preparedness training for the public health workforce. Identify 2 benefits of learning through use of an interactive gaming method. Discuss at least 1 best practice related to the brainstorming and development processes. Describe 2 design feature considerations. Describe at least 1 implementation best practice. Discuss the participant evaluation results.

Keywords: Emergency, Professional Training

Presenting author's disclosure statement:

Qualified on the content I am responsible for because: Credentialed with a MPH; Certified in FEMA emergency preparedness trainings: IS-100, 200, 700, 800; Certified in NIMS ICS-300; Employed fulltime as a Staff Development Specialist; Certified as a trainer through the American Society for Training and Development
Any relevant financial relationships? No

I agree to comply with the American Public Health Association Conflict of Interest and Commercial Support Guidelines, and to disclose to the participants any off-label or experimental uses of a commercial product or service discussed in my presentation.