
In this hands-on activity participants will practice using data for quality improvement to generate and test change ideas connected to a theory of improvement (driver diagram). The resources for an instructor include handouts and guidance for facilitating the activity.
This activity is designed to help participants understand how to use data for quality improvement by contrasting it with data for accountability. This activity serves as an introduction to quality improvement tools that can be used when generating and testing change ideas and is intended for individuals who have some initial understanding of driver diagrams.
This set of resources includes the following materials:
- Paper Airplane Game: Facilitator’s Guide – Outlines the activity objectives and structure, and include prompts for introducing and leading the activity.
- Paper Airplane Game: Slides – Introduces the activity purpose and structure.
- Participant Handouts – Includes all necessary participant handouts.
The activity begins with a demonstration: volunteers attempt to land a paper airplane on a landing pad they cannot see (hidden behind a moveable whiteboard, easel, or other barrier). After each attempt, the facilitator shares “accountability” data related to the effectiveness of their throw (e.g., “You have achieved 25% of your goal.”). The group then reflects on how useful the accountability data is for improving their practice.
After this demonstration, participants are provided with an already-populated driver diagram and directed to work in teams to generate and test change ideas to reach their aim – throwing their plane so that it lands on the landing pad without seeing the pad. During the activity, participants grapple with common challenges using quality improvement tools and teams reflect on new insights about using data for quality improvement.
Download Paper Airplane Game: Facilitator’s Guide (PDF)



