- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT07167303
- Original Trial
Virtual Reality Application in Basic Life Support Practices
The Effect of Scenario-Based Gamified Virtual Reality Application on Nurses' Knowledge Level in Basic Life Support Practices: A Randomized Controlled Trial
Introduction: This study investigates the effect of virtual reality (VR)-based training methods on the acquisition of cardiopulmonary resuscitation (CPR) skills and user attitudes within the framework of Kolb's Experiential Learning Model.
Methods: A randomized controlled trial was conducted between December 11, 2024, and August 11, 2025, with 60 nurses (30 in the experimental group and 30 in the control group) working in emergency and intensive care units. The experimental group practiced an interactive CPR scenario using VR headsets, while the control group received CPR training through traditional methods. Data were collected using a descriptive information form, a knowledge test, and the Virtual Reality Attitude Scale. The knowledge test, prepared in accordance with the American Heart Association (AHA) standards, was administered as a pre-test, post-test, and follow-up test two weeks later. Additionally, the VR Satisfaction Scale was applied to the experimental group.
Study Overview
Status
Conditions
Intervention / Treatment
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
-
Izmir, Turkey (Türkiye)
- Tinaztepe Universty
-
-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
- Older Adult
Accepts Healthy Volunteers
Description
Inclusion Criteria:
Ability to use virtual reality (VR) glasses Being an emergency room nurse or an intensive care nurse
Exclusion Criteria:
Having difficulty in communication
Study Plan
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: Intervention Group (VR Training):
Participants were first introduced to the VR simulator and briefed on the current scenario.
Through the VR headset, nurses experienced the CPR scenario in real time in an interactive environment.
Each nurse had sufficient time to practice the skill steps in the given scenario.
Participants used the scenario-based VR CPR training game until they felt ready (approximately 30 minutes)
|
Participants were first introduced to the VR simulator and briefed on the current scenario.
Through the VR headset, nurses experienced the CPR scenario in real time in an interactive environment.
Each nurse had sufficient time to practice the skill steps in the given scenario.
Participants used the scenario-based VR CPR training game until they felt ready (approximately 30 minutes)
|
|
Active Comparator: Control Group (Traditional Training)
Nurses in the control group received traditional training in a hospital training room using an adult plastic CPR manikin (approximately 30 minutes).
|
Nurses in the control group received traditional training in a hospital training room using an adult plastic CPR manikin
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Primary Outcome Measure Change in knowledge scores on Basic Life Support - Description: Knowledge level will be assessed using a BLS knowledge test prepared in accordance with American Heart Association standards. Sub-dimensions include Airwa
Time Frame: Pre-test (baseline), Post-test (immediately after intervention), and Two-week follow-up.
|
The 18-question form assesses five different competency areas: Basic Life Support, Airway and Breathing, Chest Compressions, Automatic External Defibrillator Use, and Communication with Continuity of CPR.
For each question, nurses selected either "True" or "False," with a correct answer receiving 1 point and an incorrect answer receiving 0 points.
The highest score is 18, and the lowest is 0.A higher score indicates a higher level of knowledge.
|
Pre-test (baseline), Post-test (immediately after intervention), and Two-week follow-up.
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Secondary Outcomes Virtual Reality Attitude Scale - Measurement of participants' attitudes toward VR-based training. - Correlation between VR attitude scores and knowledge test scores (e.g., post-test and pre-post difference scores).
Time Frame: At baseline (pre-intervention), immediately post-intervention, and at 2 weeks follow-up
|
1. Virtual Reality Attitude Scale
Possible scores range from 9 to 45, and there are no reverse items. A higher score indicates a stronger attitude toward virtual reality. |
At baseline (pre-intervention), immediately post-intervention, and at 2 weeks follow-up
|
Collaborators and Investigators
Sponsor
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Estimated)
Study Record Updates
Last Update Posted (Estimated)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Other Study ID Numbers
- 1919
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
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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