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Captain Sonar Impact on Trauma Patient Management

Captain Sonar Impact on Trauma Patient Management

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05628519
Acronym
CAST2
Enrollment
100
Registered
2022-11-28
Start date
2021-09-01
Completion date
2022-02-01
Last updated
2022-11-28

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Trauma Injury

Keywords

Healthcare professionals, Technical Skills, Non Technical Skills, Crew ressource Management, Stress evaluation and management

Brief summary

Trauma patient care requires collaboration and interaction with close relationship between many stakeholders from different professions (senior doctor, intern, nurse, nurse helpers, surgeons, etc). This is a stressful situation where decision and action need to be quick, decisive and coordinate. In this situation, quality of care and patient safety depends on a good interprofessional communication. The acquisition of advanced communication skills, team management and leadership, stress management are essentials elements in the practice of Intensive and trauma care. However, advanced structured training or assessment of theses skills is lacking in medical education or Healthcare professionals training. The study therefore, aimed to develop a global and attractive training to help healthcare professionals to improve their skills. Captain SonarTM is a naval battle game where two teams each composed of four participants clash. Each player has a well-defined role and it is imperative to communicate in a closed loop to advance in the game. This game also includes components similar to support for shock management: stress, speed of action, central communication and teamwork of four protagonists (Team Leader-Captain, intern-Second, nurse-Mechanic, Nurse help-Detector). It may improve team building, team leadership, interprofessional work, communication, stress management. The study hypothesis is that this board game would have an impact on the performance of professionals when facing a multiple trauma simulated patient. (differences in terms of technical and non-technical performance. Different use of closed loop communication, Different stress management, different efficiency and interprofessional collaboration with potentially a reduction in the timing of treatment being delivered in trauma room)

Detailed description

All the teams of 4 participants and 1 medical Student previously trained will then benefit from a training session either exposed to captain sonar or into the control arm with monopoly. High-fidelity and multiprofessional simulation session based on the incoming of a severe traumatized patient will be held. These sessions will take place on high-fidelity mannequins lent by the CLESS (Lyonnais Center for Health Simulation Education) in pavilion H of Édouard Herriot Hospital, within the Trauma Center (in situ). The same scenario will be presented for all groups (exposed and controls) with the same objectives of realization and the same complexity. An audio-visual recording will take place during each session in order to allow the evaluation of the study criteria on technical and non technical skills between the participants a posteriori of the simulation session.

Interventions

BEHAVIORALCaptain Sonar Exposition

Captain SonarTM is a naval battle game where two teams each composed of four participants clash. Each player has a well-defined role and it is imperative to communicate in a closed loop to advance in the game. This game also includes components similar to support for Trauma care: stress, speed of action, central communication and teamwork of four protagonists (Team Leader- Captain, intern-Second, nurse-Mechanic, Caregiver-Detector). This short video describes the rules and the Game progress: https://vimeo.com/173614346.

BEHAVIORALMonopoly Exposition

Participant will be invited to play to Monopoly during 60 min

Sponsors

Research on Healthcare Performance Lab U1290
CollaboratorOTHER
Laboratoire Interuniversitaire de Biologie de la Motricité
CollaboratorOTHER
Claude Bernard University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
HEALTH_SERVICES_RESEARCH
Masking
DOUBLE (Caregiver, Outcomes Assessor)

Intervention model description

Randomized control Trial, double blind

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

Professional working at the Unit

Exclusion criteria

None

Design outcomes

Primary

MeasureTime frameDescription
Technical skillsMeasured during simulation session. Within 20 minutes of the simulationTotal time of care in the trauma room, in seconds
Non technical skillsMeasured during simulation session. Within 20 minutes of the simulationuse of closed loop communications: \- count of the number of closed loops/minute
Stress profile and stress managementimmediately after simulationVisual Analog Scale of Stress, from 0 to 100 maximum

Secondary

MeasureTime frameDescription
Technical skills gridMeasured during simulation session. Within 20 minutes of the simulation.Technical performance score (Grid out of 100 points); from 0 to 100 maximum
Technical skills key tasksMeasured during simulation session. Within 20 minutes of the simulation.Completion time for 5 key tasks (Hemocue result, blood pressure result, sample) in seconds Blood, realization of the FAST Ultrasound, Departure for OR/CT).
Technical skills self efficacyMeasured during simulation session. Within 20 minutes of the simulation.Self Efficacy estimation on Several cases, from 0 to 100 maximum Visual analog scale of support performance felt after the simulation session;
Non technical skills crew ressource 1Measured during simulation session. Within 20 minutes of the simulation.Non technical skills score : from 0 to 54 maximum
Non technical skills crew ressource 2Measured during simulation session. Within 20 minutes of the simulation.Non technical skills Score 2: from 1 to 5 maximum
Non technical skills communication anticipationMeasured during simulation session. Within 20 minutes of the simulation.Rate of anticipation of each participation (initiation of an act without prior request by the Team leader);
Demographic dataAt BaselineDemographic data (sex, age, previous experience as health care professional, experience in simulation, experience in gaming, experience in stress management)
Non technical skills confidence for team leaderimmediately after simulationVisual Analog Scale of confidence in the team and the team leader , from 0 to 100 maximum.
Visual Analog Scale type of stressimmediately after the simulation sessionVisual Analog Scale of stress
Anxiety profileimmediately after the simulation session;Stait Trait Anxiety Inventory Trait, from 20 to 80 maximum.
Stress profiles and stress management physiological measurement heart rate variabilityDuring Simulation within the 20 minutes of simulationPhysiological stress assessment of 2 of each team members will be performed throughout inclusion (during exposure and during simulation) and measured by non-invasive and continuous recording: \- Heart and respiratory rates and heart rate variability (Hexoskin® t-shirt)
Stress profiles and stress management electrodermal activityDuring Simulation within the 20 minutes of simulationElectrodermal activity, reflecting the stress and activation of individuals (Empatica E4 watch on the wrist non-dominant)
Non technical skills quality of team communicationimmediately after simulationVisual Analog Scale quality of team communication, from 0 to 100 maximum.
Debriefing Evaluationimmediately After DebriefingDebriefing Assessment in Simulation in Healthcare (DASH) evaluated by team leader, nurse and facilitator, from 6 to 42 maximum
Influence of exposure on Performance, communication and stress managementimmediately After simulationVisual analogic Scale, from 0 to 100 maximum

Countries

France

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026