3 Citations (Scopus)

Abstract

Context: Discussing end-of-life issues with patients is an essential role for chaplains. Few tools are available to help chaplains-in-training develop end-of-life communication skills. Objective: This study aimed to determine whether playing an end-of-life conversation game increases the confidence for chaplain-in-trainings to discuss end-of-life issues with patients. Methods: We used a convergent mixed methods design. Chaplains-in-training played the end-of-life conversation game twice over 2 weeks. For each game, pre- and postgame questionnaires measured confidence discussing end-of-life issues with patients and emotional affect. Between games, chaplains-in-training discussed end-of-life issues with an inpatient. One week after game 2, chaplains-in-training were individually interviewed. Quantitative data were analyzed using descriptive statistics and Wilcoxon rank-sum t tests. Content analysis identified interview themes. Quantitative and qualitative data sets were then integrated using a joint display. Results: Twenty-three chaplains-in-training (52% female; 87% Caucasian; 70% were in year 1 of training) completed the study. Confidence scores (scale: 15-75; 75 = very confident) increased significantly after each game, increasing by 10.0 points from pregame 1 to postgame 2 (P <.001). Positive affect subscale scores also increased significantly after each game, and shyness subscale scores decreased significantly after each game. Content analysis found that chaplains-in-training found the game to be a positive, useful experience and reported that playing twice was beneficial (not redundant). Conclusion: Mixed methods analysis suggest that an end-of-life conversation game is a useful tool that can increase chaplain-in-trainings’ confidence for initiating end-of-life discussions with patients. A larger sample size is needed to confirm these findings.

Original languageEnglish (US)
Pages (from-to)592-600
Number of pages9
JournalAmerican Journal of Hospice and Palliative Medicine
Volume35
Issue number4
DOIs
StatePublished - Apr 1 2018

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Clergy
Shyness
Nonparametric Statistics
Sample Size
Inpatients
Joints
Communication
Interviews

All Science Journal Classification (ASJC) codes

  • Medicine(all)

Cite this

@article{c5a18d621bbf4f1ea73d7a98441c2cf0,
title = "End-of-Life Conversation Game Increases Confidence for Having End-of-Life Conversations for Chaplains-in-Training",
abstract = "Context: Discussing end-of-life issues with patients is an essential role for chaplains. Few tools are available to help chaplains-in-training develop end-of-life communication skills. Objective: This study aimed to determine whether playing an end-of-life conversation game increases the confidence for chaplain-in-trainings to discuss end-of-life issues with patients. Methods: We used a convergent mixed methods design. Chaplains-in-training played the end-of-life conversation game twice over 2 weeks. For each game, pre- and postgame questionnaires measured confidence discussing end-of-life issues with patients and emotional affect. Between games, chaplains-in-training discussed end-of-life issues with an inpatient. One week after game 2, chaplains-in-training were individually interviewed. Quantitative data were analyzed using descriptive statistics and Wilcoxon rank-sum t tests. Content analysis identified interview themes. Quantitative and qualitative data sets were then integrated using a joint display. Results: Twenty-three chaplains-in-training (52{\%} female; 87{\%} Caucasian; 70{\%} were in year 1 of training) completed the study. Confidence scores (scale: 15-75; 75 = very confident) increased significantly after each game, increasing by 10.0 points from pregame 1 to postgame 2 (P <.001). Positive affect subscale scores also increased significantly after each game, and shyness subscale scores decreased significantly after each game. Content analysis found that chaplains-in-training found the game to be a positive, useful experience and reported that playing twice was beneficial (not redundant). Conclusion: Mixed methods analysis suggest that an end-of-life conversation game is a useful tool that can increase chaplain-in-trainings’ confidence for initiating end-of-life discussions with patients. A larger sample size is needed to confirm these findings.",
author = "{Van Scoy}, {Lauren Jodi} and Elizabeth Watson-Martin and Bohr, {Tiffany A.} and Levi, {Benjamin H.} and Green, {Michael J.}",
year = "2018",
month = "4",
day = "1",
doi = "10.1177/1049909117723619",
language = "English (US)",
volume = "35",
pages = "592--600",
journal = "American Journal of Hospice and Palliative Medicine",
issn = "1049-9091",
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number = "4",

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TY - JOUR

T1 - End-of-Life Conversation Game Increases Confidence for Having End-of-Life Conversations for Chaplains-in-Training

AU - Van Scoy, Lauren Jodi

AU - Watson-Martin, Elizabeth

AU - Bohr, Tiffany A.

AU - Levi, Benjamin H.

AU - Green, Michael J.

PY - 2018/4/1

Y1 - 2018/4/1

N2 - Context: Discussing end-of-life issues with patients is an essential role for chaplains. Few tools are available to help chaplains-in-training develop end-of-life communication skills. Objective: This study aimed to determine whether playing an end-of-life conversation game increases the confidence for chaplain-in-trainings to discuss end-of-life issues with patients. Methods: We used a convergent mixed methods design. Chaplains-in-training played the end-of-life conversation game twice over 2 weeks. For each game, pre- and postgame questionnaires measured confidence discussing end-of-life issues with patients and emotional affect. Between games, chaplains-in-training discussed end-of-life issues with an inpatient. One week after game 2, chaplains-in-training were individually interviewed. Quantitative data were analyzed using descriptive statistics and Wilcoxon rank-sum t tests. Content analysis identified interview themes. Quantitative and qualitative data sets were then integrated using a joint display. Results: Twenty-three chaplains-in-training (52% female; 87% Caucasian; 70% were in year 1 of training) completed the study. Confidence scores (scale: 15-75; 75 = very confident) increased significantly after each game, increasing by 10.0 points from pregame 1 to postgame 2 (P <.001). Positive affect subscale scores also increased significantly after each game, and shyness subscale scores decreased significantly after each game. Content analysis found that chaplains-in-training found the game to be a positive, useful experience and reported that playing twice was beneficial (not redundant). Conclusion: Mixed methods analysis suggest that an end-of-life conversation game is a useful tool that can increase chaplain-in-trainings’ confidence for initiating end-of-life discussions with patients. A larger sample size is needed to confirm these findings.

AB - Context: Discussing end-of-life issues with patients is an essential role for chaplains. Few tools are available to help chaplains-in-training develop end-of-life communication skills. Objective: This study aimed to determine whether playing an end-of-life conversation game increases the confidence for chaplain-in-trainings to discuss end-of-life issues with patients. Methods: We used a convergent mixed methods design. Chaplains-in-training played the end-of-life conversation game twice over 2 weeks. For each game, pre- and postgame questionnaires measured confidence discussing end-of-life issues with patients and emotional affect. Between games, chaplains-in-training discussed end-of-life issues with an inpatient. One week after game 2, chaplains-in-training were individually interviewed. Quantitative data were analyzed using descriptive statistics and Wilcoxon rank-sum t tests. Content analysis identified interview themes. Quantitative and qualitative data sets were then integrated using a joint display. Results: Twenty-three chaplains-in-training (52% female; 87% Caucasian; 70% were in year 1 of training) completed the study. Confidence scores (scale: 15-75; 75 = very confident) increased significantly after each game, increasing by 10.0 points from pregame 1 to postgame 2 (P <.001). Positive affect subscale scores also increased significantly after each game, and shyness subscale scores decreased significantly after each game. Content analysis found that chaplains-in-training found the game to be a positive, useful experience and reported that playing twice was beneficial (not redundant). Conclusion: Mixed methods analysis suggest that an end-of-life conversation game is a useful tool that can increase chaplain-in-trainings’ confidence for initiating end-of-life discussions with patients. A larger sample size is needed to confirm these findings.

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