A Novel Serious Game As an Alternative for Teaching Basic Point-of-Care Transthoracic Echocardiography Skills (SLOPE)

February 7, 2025 updated by: Josef Michael Lintschinger, Medical University of Vienna

The goal of this clinical trial is to compare different digital learning methods for teaching basic skills in point-of-care transthoracic echocardiography to medical students.

The main question it aims to answer is:

• Is a novel digital learning tool, such as a serious video game, non-inferior to traditional ultrasound simulator teaching methods in the context of basic point-of-care transthoracic echocardiography skills training?

Participants will train basic point-of-care ultrasound skills using either a traditional basic ultrasound simulator course or the serious video game "Underwater". Both methods focus on training hand-eye coordination, which is particularly important in transthoracic echocardiography. To compare the performance of the participants, a baseline assessment will be performed before and a final assessment after the two-week training period.

Study Overview

Detailed Description

Point-of-care ultrasound education follows non-standardized teaching and learning methods. In many cases, ultrasound is practiced directly on patients without proper training, or ultrasound simulators are used. However, these simulators are expensive to purchase and are not always readily available to students. In addition, there are a growing number of new digital tools, such as serious video games, that aim to deliver the same content in a more accessible and cost-effective manner. However, in the field of point-of-care echocardiography, there is still little scientific evidence to support their use.

This single-blind, prospective, randomized, controlled, non-inferiority trial aims to demonstrate the non-inferiority of a serious video game compared to conventional simulator-based training of basic echocardiography skills to make ultrasound training more accessible to every trainee.

Only medical students who already have the necessary anatomical knowledge but no experience with ultrasound diagnostics will be recruited to participate in this study. Participants will attend a 90-minute workshop to learn the basics of point-of-care echocardiography. They will then be required to perform standardized transthoracic echocardiography before and after a two-week training period, which will be scored by blinded experts. During the training phase, one group will practice the hand-eye coordination required for echocardiography using an ultrasound simulator, while the second group will practice the same content using a serious video game. In addition, questionnaires will be used to collect additional data from the participants.

Study Type

Interventional

Enrollment (Actual)

120

Phase

  • Not Applicable

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

      • Vienna, Austria, 1090
        • Medical University of Vienna

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

  • Adult
  • Older Adult

Accepts Healthy Volunteers

Yes

Description

Inclusion Criteria:

  • Medical student at the Medical University of Vienna (Medicine Degree Program)
  • ≥18 years
  • Basic knowledge of anatomy (completed Block 2 of the MUV curriculum)

Exclusion Criteria:

  • Previous experience using an ultrasound device

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: Other
  • Allocation: Randomized
  • Interventional Model: Parallel Assignment
  • Masking: Single

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Other: Simulator for Basic Ultrasound Skills
Basic course of a traditional ultrasound simulator focusing on hand-eye coordination
Basic course of a traditional ultrasound simulator focusing on hand-eye coordination
Other: Serious Video Game
Serious video game "Underwater" that focuses on hand-eye coordination training using a 3D-printed ultrasound probe for maneuvering.
The serious video game "Underwater" uses a 3D-printed ultrasound probe for maneuvering. During gameplay, coins must be collected in an underwater world using the aforementioned simulated ultrasound probe. The main focus of this game is to improve hand-eye coordination while using an ultrasound probe.

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Difference in the participants' modified Objective Structured Assessment of Ultrasound Skill (OSAUS) score between the baseline and final assessment
Time Frame: Two-week change from baseline to final assessment score
The primary outcome measure is the difference in the participant's modified Objective Structured Assessment of Ultrasound Skill (OSAUS) score between the participants' baseline and final assessment. Possible assessment scores range from 4 to 20 points, with higher scores indicating better performance. Each participant's baseline assessment score is his or her individual baseline score, from which the difference to the respective final assessment score is calculated.
Two-week change from baseline to final assessment score

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Gender differences in modified Objective Structured Assessment of Ultrasound Skill (OSAUS) scores between the baseline and final assessment
Time Frame: evaluation within 3 weeks after study completion
A two-factorial analysis of variance model (including an interaction term) will be used to determine the influence of gender in the difference of the modified Objective Structured Assessment of Ultrasound Skill (OSAUS) score between the baseline and final assessment. Possible assessment scores range from 4 to 20 points, with higher scores indicating better performance. To adjust for potential imbalances between the randomized groups, the HEXACO (a measure of the six major dimensions of personality; H: Honesty-Humility; E: Emotionality; X: eXtraversion; A: Agreeableness (versus Anger); C: Conscientiousness; O: Openness to Experience) subscale of openness to experience (ranging from 1 to 5, with higher scores indicating more openness to experience) and the Technology Readiness Score (ranging from 1 to 5, with higher scores indicating more technology readiness) were included as covariates in the ANCOVA model.
evaluation within 3 weeks after study completion
Group effects on gender differences in modified Objective Structured Assessment of Ultrasound Skill (OSAUS) scores
Time Frame: evaluation within 3 weeks after study completion
A two-factorial analysis of variance model (including an interaction term) will be used to determine the potential modifying effect of gender on the training effect, which is calculated as the difference in the participant's total modified Objective Structured Assessment of Ultrasound Skill (OSAUS) score between the participant's baseline assessment and final assessment. Possible assessment scores range from 4 to 20 points, with higher scores indicating better performance. To adjust for potential imbalances between the randomized groups, a scale for openness to experience (ranging from 1 to 5, with higher scores indicating more openness to experience) and the Technology Readiness Score (ranging from 1 to 5, with higher scores indicating more technology readiness) are included as covariates in the ANCOVA model.
evaluation within 3 weeks after study completion
Time to complete the baseline assessment
Time Frame: up to 10 minutes
The maximum time (minutes and seconds) to complete the baseline assessment is set to 10 minutes. Therefore, times between 0 and 10 minutes can be measured.
up to 10 minutes
Time to complete the final assessment
Time Frame: up to 10 minutes
The maximum time (minutes and seconds) to complete the final assessment is set to 10 minutes. Therefore, times between 0 and 10 minutes can be measured.
up to 10 minutes
Spearman correlation coefficients between the time taken and the participants learning progress
Time Frame: evaluation within 3 weeks after study completion
Spearman correlation coefficients between the time taken for the final assessment and the difference in the participant's modified Objective Structured Assessment of Ultrasound Skill (OSAUS) score between the participant's baseline final assessment. Possible assessment scores range from 4 to 20 points, with higher scores indicating better performance. Each participant's baseline assessment score is his or her individual baseline score, from which the difference to the respective final assessment score is calculated.
evaluation within 3 weeks after study completion
Group difference in modified Objective Structured Assessment of Ultrasound Skill (OSAUS) score points for each objective
Time Frame: Two-week change from baseline to final assessment score

Possible scores range from 1 to 4 points per objecitve, with higher scores indicating better performance.

Objectives are: applied knowledge of ultrasound equipment; image optimization; systematic examination; interpretation of images

Two-week change from baseline to final assessment score
Subjective confidence of participants in the use of point-of-care ultrasound (POCUS) in the context of transthoracic echocardiography after the training period
Time Frame: evaluation within 3 weeks after study completion

5-point Likert Scale, with higher scores indicating greater confidence

(1: not confident; 2: rather not confident; 3: neither confident nor not confident; 4: confident; 5: very confident)

evaluation within 3 weeks after study completion
Group difference in cognitive load while performing the final assessment as opposed to the respective cognitive load at the baseline assessment
Time Frame: Two-week change from baseline to final assessment
Global National Aeronautics and Space Administration (NASA) Task-Load-Index ranging from 0 to 100. Each participant's baseline assessment score is his or her individual baseline score, from which the difference to the respective score of the final assessment is calculated. Higher scores are indicating higher cognitive load.
Two-week change from baseline to final assessment
Group difference in cognitive load (per objective) while performing the final assessment as opposed to the respective cognitive load at the baseline assessment
Time Frame: Two-week change from baseline to final assessment

National Aeronautics and Space Administration (NASA) Task-Load-Index per objective, ranging from 0 to 100. Each participant's baseline assessment score is his or her individual baseline score, from which the difference to the respective score of the final assessment is calculated.

Objectives are: (mental demand, physical demand, temporal demand, performance, effort, frustration). Higher scores are indicating higher mental demand/higher physical demand/ higher temporal demand/worse performance/more effort/more frustration).

Two-week change from baseline to final assessment
Subjective desire for for more new digital tools in medical education before and after the training period
Time Frame: evaluation within 3 weeks after study completion

5-point Likert Scale, with higher scores indicating more desire

(1: no desire; 2: rather not a desire; 3: neither a desire nor not a desire; 4: a desire; 5: a strong desire)

evaluation within 3 weeks after study completion
Frequency of playing video games for fun in the past 12 months before the study
Time Frame: evaluation within 3 weeks after study completion

5-point Likert Scale, with higher scores indicating higher frequency

(1: never; 2: less than once a week; 3: once a week; 4: more than once a week; 5: daily)

evaluation within 3 weeks after study completion
Frequency of playing video games for educational purposes in the past 12 months before the study
Time Frame: evaluation within 3 weeks after study completion

5-point Likert Scale, with higher scores indicating higher frequency

(1: never; 2: less than once a week; 3: once a week; 4: more than once a week; 5: daily)

evaluation within 3 weeks after study completion
Frequency of playing video games for fun between the ages of 6 and 18
Time Frame: evaluation within 3 weeks after study completion

5-point Likert Scale, with higher scores indicating higher frequency

(1: never; 2: less than once a week; 3: once a week; 4: more than once a week; 5: daily)

evaluation within 3 weeks after study completion
Frequency of playing video games for educational purposes between the ages of 6 and 18
Time Frame: evaluation within 3 weeks after study completion

5-point Likert Scale, with higher scores indicating higher frequency

(1: never; 2: less than once a week; 3: once a week; 4: more than once a week; 5: daily)

evaluation within 3 weeks after study completion
Correlation between the frequency of playing video games for fun in the past 12 months before the study and the learning progress
Time Frame: evaluation within 3 weeks after study completion
Spearman correlation between the frequency of playing video games, measured with a 5-point Likert Scale, with higher scores indicating higher frequency (1: never; 2: less than once a week; 3: once a week; 4: more than once a week; 5: daily) and the difference in the participants' modified Objective Structured Assessment of Ultrasound Skill (OSAUS) score between the baseline and final assessment. Possible assessment scores range from 4 to 20 points, with higher scores indicating better performance. Each participant's baseline assessment score is his or her individual baseline score, from which the difference to the respective final assessment score is calculated.
evaluation within 3 weeks after study completion
Correlation between the frequency of playing video games for educational purposes in the past 12 months before the study and the difference in the learning progress
Time Frame: evaluation within 3 weeks after study completion
Spearman correlation between the frequency of playing video games, measured with a 5-point Likert Scale, with higher scores indicating higher frequency (1: never; 2: less than once a week; 3: once a week; 4: more than once a week; 5: daily) and the difference in the participants' modified Objective Structured Assessment of Ultrasound Skill (OSAUS) score between the baseline and final assessment. Possible assessment scores range from 4 to 20 points, with higher scores indicating better performance. Each participant's baseline assessment score is his or her individual baseline score, from which the difference to the respective final assessment score is calculated.
evaluation within 3 weeks after study completion
Correlation between the frequency of playing video games for fun between the ages of 6 and 18 and the difference in the learning progress
Time Frame: evaluation within 3 weeks after study completion
Spearman correlation between the frequency of playing video games, measured with a 5-point Likert Scale, with higher scores indicating higher frequency (1: never; 2: less than once a week; 3: once a week; 4: more than once a week; 5: daily) and the difference in the participants' modified Objective Structured Assessment of Ultrasound Skill (OSAUS) score between the baseline and final assessment. Possible assessment scores range from 4 to 20 points, with higher scores indicating better performance. Each participant's baseline assessment score is his or her individual baseline score, from which the difference to the respective final assessment score is calculated.
evaluation within 3 weeks after study completion
Correlation between the frequency of playing video games for educational purposes between the ages of 6 and 18 and the difference in the learning progress
Time Frame: evaluation within 3 weeks after study completion
Spearman correlation between the frequency of playing video games, measured with a 5-point Likert Scale, with higher scores indicating higher frequency (1: never; 2: less than once a week; 3: once a week; 4: more than once a week; 5: daily) and the difference in the participants' modified Objective Structured Assessment of Ultrasound Skill (OSAUS) score between the baseline and final assessment. Possible assessment scores range from 4 to 20 points, with higher scores indicating better performance. Each participant's baseline assessment score is his or her individual baseline score, from which the difference to the respective final assessment score is calculated.
evaluation within 3 weeks after study completion
Correlation between the frequency of playing video games for fun in the past 12 months before the study and the desire for more digital tools in medical education before and after the training period within the study
Time Frame: evaluation within 3 weeks after study completion
Spearman correlation between the frequency of playing video games, measured with a 5-point Likert Scale, with higher scores indicating higher frequency (1: never; 2: less than once a week; 3: once a week; 4: more than once a week; 5: daily) and the desire for more digital tools in medical education before and after the training period of this study. This desire will be measured with a 5-point Likert Scale, with higher scores indicating more desire (1: no desire; 2: rather not a desire; 3: neither a desire nor a desire; 4: a desire; 5: a strong desire)
evaluation within 3 weeks after study completion
Correlation between the frequency of playing video games for educational purposes in the past 12 months before the study and the desire for more digital tools in medical education before and after the training period within the study
Time Frame: evaluation within 3 weeks after study completion
Spearman correlation between the frequency of playing video games, measured with a 5-point Likert Scale, with higher scores indicating higher frequency (1: never; 2: less than once a week; 3: once a week; 4: more than once a week; 5: daily) and the desire for more digital tools in medical education before and after the training period of this study. This desire will be measured with a 5-point Likert Scale, with higher scores indicating more desire (1: no desire; 2: rather not a desire; 3: neither a desire nor a desire; 4: a desire; 5: a strong desire)
evaluation within 3 weeks after study completion
Correlation between the frequency of playing video games for fun between the ages of 6 and 18 and the desire for more digital tools in medical education before and after the training period within the study.
Time Frame: evaluation within 3 weeks after study completion
Spearman correlation between the frequency of playing video games, measured with a 5-point Likert Scale, with higher scores indicating higher frequency (1: never; 2: less than once a week; 3: once a week; 4: more than once a week; 5: daily) and the desire for more digital tools in medical education before and after the training period of this study. This desire will be measured with a 5-point Likert Scale, with higher scores indicating more desire (1: no desire; 2: rather not a desire; 3: neither a desire nor a desire; 4: a desire; 5: a strong desire)
evaluation within 3 weeks after study completion
Correlation between the frequency of playing video games for educational purposes between the ages of 6 and 18 and the desire for more digital tools in medical education before and after the training period within the study.
Time Frame: evaluation within 3 weeks after study completion
Spearman correlation between the frequency of playing video games, measured with a 5-point Likert Scale, with higher scores indicating higher frequency (1: never; 2: less than once a week; 3: once a week; 4: more than once a week; 5: daily) and the desire for more digital tools in medical education before and after the training period of this study. This desire will be measured with a 5-point Likert Scale, with higher scores indicating more desire (1: no desire; 2: rather not a desire; 3: neither a desire nor a desire; 4: a desire; 5: a strong desire)
evaluation within 3 weeks after study completion
Subjective feeling of learning progress during the training period
Time Frame: evaluation within 3 weeks after study completion

5-point Likert Scale measuring the subjective feeling of learning progress with the digital training tool within the randomized group

(1: not helpful; 2: rather not helpful; 3: neither helpful nor not helpful; 4: rather helpful; very helpful)

evaluation within 3 weeks after study completion
Subjective level of frustration during the training period
Time Frame: evaluation within 3 weeks after study completion

5-point Likert Scale measuring the subjective feeling of frustration while using the digital training tool within the randomized group

(1: no frustration; 2: rather not frustrated; 3: neither frustrated nor not frustrated; 4: rather frustrated; 5: very frustrated)

evaluation within 3 weeks after study completion
Subjective level of enjoyment during the training period
Time Frame: evaluation within 3 weeks after study completion

5-point Likert Scale measuring the subjective feeling of frustration while using the digital training tool within the randomized group

(1: no enjoyment; 2: rather no enjoyment; 3: neither enjoyment nor no enjoyment; 4: rather an enjoyment; 5: strong enjoyment)

evaluation within 3 weeks after study completion

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Publications and helpful links

The person responsible for entering information about the study voluntarily provides these publications. These may be about anything related to the study.

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Actual)

October 3, 2023

Primary Completion (Actual)

June 30, 2024

Study Completion (Actual)

July 30, 2024

Study Registration Dates

First Submitted

April 3, 2023

First Submitted That Met QC Criteria

October 27, 2023

First Posted (Actual)

October 30, 2023

Study Record Updates

Last Update Posted (Actual)

March 25, 2025

Last Update Submitted That Met QC Criteria

February 7, 2025

Last Verified

May 1, 2024

More Information

Terms related to this study

Other Study ID Numbers

  • 1289/2023

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

NO

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

No

product manufactured in and exported from the U.S.

No

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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