Virtual Reality Situation-Based Flipped Learning (VRFlipped)
Effectiveness of Virtual Reality Situation-Based Flipped Learning and Gamification on Nursing Students' Learning Attitudes, Problem-solving Abilities, and Empathetic Abilities
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Detailed Description
Study Type
Study Type
Enrollment (Estimated)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Contact
Study Contact
- Name: mohamed H atta
- Phone Number: +202026609088
- Email: mohamed-hussein@alexu.edu.com
Study Contact Backup
- Name: eman H taha, professor
- Phone Number: +202026609088
- Email: mohamed-hussein@alexu.edu.com
Study Locations
-
-
Al Iskandariyah
-
Alexandria, Al Iskandariyah, Egypt, 21913
- Recruiting
- Alexandria University
-
Contact:
- mohamed H atta
- Phone Number: +202026609088
- Email: mohamed-hussein@alexu.edu.com
-
Contact:
- eman H taha, professor
- Phone Number: +202026609088
- Email: mohamed-hussein@alexu.edu.com
-
-
Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- willingness to participate
Exclusion Criteria:
- First-year academic students
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 |
|---|---|
|
Experimental: virtual reality Situation-Based Flipped Learning
students exposed to virtual reality Situation-Based Flipped Learning
|
Situation-Based Flipped Learning, and Gamification have gained attention as promising tools to engage nursing students and promote a deeper understanding of complex concepts.
This study aims to investigate the effectiveness of combining these strategies in a virtual reality Situation-Based Flipped Learning environment with elements of Gamification on nursing students' learning attitudes, problem-solving abilities, and empathetic skills.
|
|
No Intervention: traditional teaching strategies
Students exposed to traditional Learning
|
What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
virtual reality Situation-Based Flipped Learning
Time Frame: two months
|
Students who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of Problem-Solving Ability measured by the Problem-Solving Ability scale (a higher score of more than 90) than those in traditional learning strategies
|
two months
|
|
virtual reality Based Gamification
Time Frame: two months
|
students who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of empathic understanding level measured by the Empathetic ability scale ( a higher score of more than15) than those in traditional learning strategies
|
two months
|
Collaborators and Investigators
Sponsor
Sponsor
Investigators
Investigators
- Principal Investigator: mohamed H atta, Faculty of nursing, Alexandria university, Egypt
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Estimated)
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
- IRB00013623
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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