- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT06223425
Virtual Reality Situation-Based Flipped Learning (VRFlipped)
January 23, 2024 updated by: Alexandria University
Effectiveness of Virtual Reality Situation-Based Flipped Learning and Gamification on Nursing Students' Learning Attitudes, Problem-solving Abilities, and Empathetic Abilities
The integration of innovative educational approaches in nursing education has become increasingly crucial for enhancing learning outcomes.
Among these approaches, virtual reality (VR)
Study Overview
Status
Recruiting
Conditions
Intervention / Treatment
Detailed Description
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.
By leveraging these technologies, educators seek to create an immersive and interactive learning experience that not only aligns with the demands of modern education but also addresses the unique challenges faced by nursing students in developing critical competencies.
This research explores the potential impact of this integrated approach on nursing education, contributing valuable insights to the ongoing efforts to optimize teaching methodologies for future healthcare professionals.
Study Type
Interventional
Enrollment (Estimated)
140
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 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
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
Accepts Healthy Volunteers
Yes
Description
Inclusion Criteria:
- willingness to participate
Exclusion Criteria:
- First-year academic students
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: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / 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
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
This is where you will find people and organizations involved with this study.
Sponsor
Investigators
- Principal Investigator: mohamed H atta, Faculty of nursing, Alexandria university, Egypt
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)
November 1, 2023
Primary Completion (Actual)
January 1, 2024
Study Completion (Estimated)
February 1, 2024
Study Registration Dates
First Submitted
January 2, 2024
First Submitted That Met QC Criteria
January 23, 2024
First Posted (Actual)
January 25, 2024
Study Record Updates
Last Update Posted (Actual)
January 25, 2024
Last Update Submitted That Met QC Criteria
January 23, 2024
Last Verified
January 1, 2024
More Information
Terms related to this study
Other Study ID Numbers
- IRB00013623
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
No
Studies a U.S. FDA-regulated device product
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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