- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT07242937
How Cultural Background Affects Cognitive and Motor Learning Using Virtual Reality
Cultural Intelligence and Learning in Virtual Reality: How Cultural Background Shapes Cognitive and Motor Adaptation
Study Overview
Status
Conditions
Intervention / Treatment
Detailed Description
This observational study examined how long-term cultural background is associated with differences in cognitive and motor learning within a virtual reality (VR) environment. The study used a case-control design based on naturally existing groups. Participants were not assigned to conditions. Instead, they were classified into two groups according to their long-term cultural exposure: a Home group (lived primarily in their native country for at least ten years) and an Abroad group (lived abroad for at least ten years).
All participants followed the exact same schedule and attended the study sessions on four fixed days: Monday, Wednesday, Friday, and the following Monday. This controlled scheduling ensured that all participants experienced the same time intervals between sessions, eliminating variability due to inconsistent spacing.
During Day 1, participants completed baseline assessments, including:
CogniFit cognitive battery, evaluating attention, memory, processing speed, and executive functions
Purdue Pegboard Test, assessing fine-motor coordination
IFIS scale (Index of Fit Self-Perception) to assess physical fitness
Cultural Intelligence Scale (CQS) to measure cultural intelligence
After completing the baseline assessments on Day 1, participants performed the standardized VR learning task (Beat Saber).
On Days 2 and 3 (Wednesday and Friday), participants completed only the VR Beat Saber task. These sessions were used to measure progression of visuomotor learning, accuracy, speed, and performance over time.
On Day 4 (the following Monday), participants again completed:
CogniFit cognitive battery
Purdue Pegboard Test
The VR Beat Saber task
Repeating these tests on Day 4 allowed the study to evaluate changes in cognitive performance and motor coordination across the study period, as well as overall VR learning progression.
All procedures and assessments were identical for both groups. The study did not manipulate behavior or deliver interventions; instead, it observed naturally occurring differences in learning and performance across participants with different long-term cultural backgrounds. This design allowed the analysis of how cultural exposure may relate to cognitive adaptation, motor learning, and VR-based task progression. No biospecimens were collected.
Study Type
Enrollment (Actual)
Contacts and Locations
Study Locations
-
-
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Istanbul, Turkey (Türkiye)
- Bahcesehir University- Faculty of Health Sciences
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Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Child
- Adult
Accepts Healthy Volunteers
Sampling Method
Study Population
Description
Inclusion Criteria:
- Healthy university students aged 17-35
- Lived at least ten years in either their home country (Home group) or abroad (Abroad group)
- Fluent in English
- Normal or corrected-to-normal vision
- Able to use virtual reality headset and controllers
- Provided informed consent
Exclusion Criteria:
- History of neurological or psychiatric disorders
- Severe visual or motor impairment
- Use of medications affecting cognition
- Any condition preventing safe participation in VR tasks
Study Plan
How is the study designed?
Design Details
Cohorts and Interventions
Group / Cohort |
Intervention / Treatment |
|---|---|
|
Home Group
Participants who lived for at least ten years in their home country with no long-term intercultural exposure.
All participants followed the same standardized assessment procedure, including cognitive testing, motor coordination testing, and virtual reality (VR) task performance.
No interventions were assigned; the study compared natural learning differences between pre-existing cultural groups.
|
All participants completed the same four-day assessment procedure consisting of cognitive evaluation (Cognitive Assessment Battery-Professional [CAB PRO]), fine-motor coordination testing (Purdue Pegboard Test), and performance on a virtual reality (VR) Beat Saber task using the Meta Quest 2 headset.
These procedures were administered equally to all participants.
No interventions were assigned; the study observed natural performance differences between pre-existing cultural groups.
|
|
Abroad group
Participants who lived abroad for at least ten years with long-term intercultural exposure.
All participants completed the same standardized assessment procedure, identical to the Home group.
No experimental intervention or assignment occurred.
|
All participants completed the same four-day assessment procedure consisting of cognitive evaluation (Cognitive Assessment Battery-Professional [CAB PRO]), fine-motor coordination testing (Purdue Pegboard Test), and performance on a virtual reality (VR) Beat Saber task using the Meta Quest 2 headset.
These procedures were administered equally to all participants.
No interventions were assigned; the study observed natural performance differences between pre-existing cultural groups.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Cognitive Performance Score (CogniFit CAB PRO)
Time Frame: Day 1 and Day 4
|
Computerized cognitive assessment measuring attention, memory, reasoning, and executive functions.
Composite cognitive score is calculated using the Cognitive Assessment Battery-Professional [CAB PRO]) battery.
|
Day 1 and Day 4
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Motor Dexterity (Purdue Pegboard Test)
Time Frame: Day 1 and Day 4
|
Fine-motor coordination assessed using the Purdue Pegboard Test, including dominant hand, non-dominant hand, both hands, and assembly scores.
|
Day 1 and Day 4
|
|
VR Gameplay Accuracy (Beat Saber Cut Accuracy)
Time Frame: Day 1 to Day 4
|
Percentage of targets cut correctly during Beat Saber gameplay, reflecting visuomotor precision and learning progression.
|
Day 1 to Day 4
|
|
VR Gameplay Performance (Beat Saber Combo Length)
Time Frame: Day 1 to Day 4
|
Maximum consecutive successfully hit targets ("combo streak") recorded during each virtual reality session to evaluate learning and consistency.
|
Day 1 to Day 4
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Collaborators and Investigators
Sponsor
Collaborators
Investigators
- Study Director: Seda Gözener Canbülbül, Bahcesehir University
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 (Actual)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Other Study ID Numbers
- E-10840098-202.3.02-5347
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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