Comparing the Outcomes of Virtual Reality Based Serious Gaming and Lecture Based Training for Advanced Life Support
Comparing the Outcomes of Virtual Reality Based Serious Gaming and Lecture Based Training for Advanced Life Support Trainings: Randomized Control Trial
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Detailed Description
Study Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Locations
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Non-US/Canada
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Istanbul, Non-US/Canada, Turkey, 34752
- Acibadem University CASE (Center of Advanced Simulation and Education)
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Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
- Having normal or corrected to normal vision
- No history of visually induced motion sickness
Exclusion Criteria:
- Previously experienced VR-induced motion sickness
- Other medical conditions (Epilepsy, vertigo attacks)
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Other
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
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Active Comparator: Conventional Training Group (15 Participants)
The members of the conventional group had to complete pretest at the beginning of the study.
Afterwards they had to take part at an interactive classroom based lecture about Advanced Life Support.
The next step was the skills training with task trainers in order to teach them compression skills.
Afterwards, the conventional group was divided into three blue code teams consisting of each 5 participants for the simulation session.
Two independent instructors evaluated the video recordings in terms of technical and nontechnical skills.
The final stage of the study were completing the post-test.
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Taking part in a classical lecture about advanced life support.
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Active Comparator: VR Group (14 Participants)
The members of the VR group had to complete pretest at the beginning of the study.
Afterwards they had to play with the VR based serious game module for Advanced Life Support.
The next step was the skills training with task trainers in order to teach them compression skills.
Afterwards, the conventional group was divided into three blue code teams consisting of each 5 participants for the simulation session.
Two independent instructors evaluated the video recordings in terms of technical and nontechnical skills.
The final stage of the study were completing the post-test.
The aprticipants of this group were also asked to fill a survey about their VR experience during the study.
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Using VR based serious gaming module for advanced life support training instead of taking part in a classical lecture about advanced life support.
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What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Providing theoretical knowledge about Advanced Life Support Protocol by using VR based serious game module and classroom based theoretical lecture.
Time Frame: 4 hours
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In the beginning of the study, the participants of the two groups (VR Group and Conventional Training Group) have answered the questions of the pretest.
Afterwards, one group had VR based training and the other group had classroom based training.
After completing the posttest at the end of the study, the pretest and posttest results were evaluated in order to compare the effectivity of VR based training and classroom based training.
The maximum score that could be earned from the pretest and posttest 100.
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4 hours
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Potential of VR based training to replace classroom based lectures for advanced life support trainings.
Time Frame: 4 hours
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Depending on the comparison of the pretest and posttest results, the participants, who were trained with VR based serious gaming module has similar results compared with the participants, who were trained with a classroom based lecture.
The potential of VR based ALS trainings to replace classroom based lecture to provide ALS knowledge was investigated.
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4 hours
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Other Outcome Measures
Other Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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VR preference
Time Frame: 30 minutes
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At the end of the study, the participants of the VR group were asked to fill a survey about their VR experience during the study.
The survey for the VR group also revealed that the majority participants would prefer VR based ALS serious gaming module instead of lecture-based educations in the classroom.
A five point Likert scale was used in the survey to evaluate the answers of the participants..
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30 minutes
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Collaborators and Investigators
Sponsor
Sponsor
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Actual)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Actual)
First Posted
Study Record Updates
Last Update Posted (Actual)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Other Study ID Numbers
Other Study ID Numbers
- 2022-19/04
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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