- ICH GCP
- Registro degli studi clinici negli Stati Uniti
- Sperimentazione clinica NCT07773844
Using 360-Degree Interactive Video for Bleeding First Aid in Nursing Education: Effects on Knowledge, Self-Efficacy, and Learning Experience
19 agosto 2026 aggiornato da: Aydan Baysan, Manisa Celal Bayar University
360 Derece Etkileşimli Video Teknolojisinin Hemşirelik Eğitiminde Kullanımı: Bir Karma Yöntem Araştırması
The goal of this clinical trial is to learn if a 360-degree interactive virtual reality (VR) video simulation works to improve first aid knowledge, knowledge retention, and self-efficacy in stopping severe bleeding among first-year undergraduate nursing students. The main questions the study aims to answer are:
- Does experiencing the interactive VR video simulation increase students' knowledge of bleeding first aid?
- Does the VR video simulation increase students' long-term retention of first aid knowledge?
- Does the VR video simulation improve students' self-efficacy in bleeding first aid? Researchers compared four groups using a Solomon four-group design to evaluate the effectiveness of the VR simulation, while also testing whether taking a pre-test affected the final outcomes.
Participants:
- Completed an introductory survey and possibly a baseline test measuring first aid knowledge and self-efficacy.
- Attended a 1-hour standard classroom lecture about first aid for bleeding.
- (Intervention groups only) Completed a 5-minute interactive 360-degree video simulation of a severe bleeding emergency using an Oculus Quest 2 VR headset, which required answering 7 clinical decision-making questions.
- Completed follow-up tests 4 weeks and 8 weeks after the training to measure their bleeding first aid knowledge and self-efficacy.
Panoramica dello studio
Stato
Completato
Intervento / Trattamento
Tipo di studio
Interventistico
Iscrizione (Effettivo)
152
Fase
- Non applicabile
Contatti e Sedi
Questa sezione fornisce i recapiti di coloro che conducono lo studio e informazioni su dove viene condotto lo studio.
Luoghi di studio
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Izmir, Turchia (Türkiye)
- Ege University Faculty of Nursing
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Criteri di partecipazione
I ricercatori cercano persone che corrispondano a una certa descrizione, chiamata criteri di ammissibilità. Alcuni esempi di questi criteri sono le condizioni generali di salute di una persona o trattamenti precedenti.
Criteri di ammissibilità
Età idonea allo studio
- Bambino
- Adulto
- Adulto più anziano
Accetta volontari sani
Sì
Descrizione
Inclusion Criteria:
- Being a volunteer participant
- Being a first-year nursing student enrolled at Ege University Faculty of Nursing during the 2021-2022 academic year.
- Having successfully completed the "First Aid Module" (First Aid Course) within the current curriculum
Exclusion Criteria:
- Having any pre-existing health or visual conditions that prevent the safe use of virtual reality (VR) equipment (such as active epilepsy, severe uncorrected visual impairment, or pre-existing psychiatric disorders).
- Requesting to withdraw from the study or refusing to participate at any stage of the research
Piano di studio
Questa sezione fornisce i dettagli del piano di studio, compreso il modo in cui lo studio è progettato e ciò che lo studio sta misurando.
Come è strutturato lo studio?
Dettagli di progettazione
- Scopo principale: Altro
- Assegnazione: Randomizzato
- Modello interventistico: Assegnazione parallela
- Mascheramento: Doppio
Armi e interventi
Gruppo di partecipanti / Arm |
Intervento / Trattamento |
|---|---|
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Sperimentale: Intervention Group 1 (Pre-tested)
Receives the pre-test, standard classroom instruction (lecture), the 360-degree VR video simulation, the post-test, and the retention test
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A 5-minute interactive 360-degree video simulation of a severe bleeding emergency using an Oculus Quest 2 VR headset, which requires answering 7 clinical decision-making questions
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Sperimentale: Intervention Group 2 (Unpre-tested)
Receives standard classroom instruction, the 360-degree VR video simulation, the post-test, and the retention test
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A 5-minute interactive 360-degree video simulation of a severe bleeding emergency using an Oculus Quest 2 VR headset, which requires answering 7 clinical decision-making questions
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Nessun intervento: Control Group 1 (Pre-tested)
Receives the pre-test, standard classroom instruction, the post-test, and the retention test
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Nessun intervento: Control Group 2 (Unpre-tested)
Receives standard classroom instruction, the post-test, and the retention test
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Cosa sta misurando lo studio?
Misure di risultato primarie
Misura del risultato |
Misura Descrizione |
Lasso di tempo |
|---|---|---|
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Bleeding First Aid Knowledge
Lasso di tempo: Baseline (Pre-test), 4 weeks post-intervention (Post-test), and 8 weeks post-intervention (Retention test)
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Assessed using the "First Aid for Bleeding Knowledge Test" developed and validated by the researchers.
This is a 20-item multiple-choice test designed to measure cognitive learning.
Correct answers are scored as 1 and incorrect answers as 0. The total score ranges from 0 to 20, with higher scores indicating higher levels of bleeding first aid knowledge.
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Baseline (Pre-test), 4 weeks post-intervention (Post-test), and 8 weeks post-intervention (Retention test)
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Bleeding First Aid Self-Efficacy
Lasso di tempo: Baseline (Pre-test) and 4 weeks post-intervention (Post-test)
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Assessed using the "First Aid for Bleeding Self-Efficacy Scale" developed and validated by the researchers.
This is a 19-item, five-point Likert-type scale (ranging from 1=completely insufficient to 5=completely sufficient) that measures students' perceived competence in managing bleeding situations.
The total score ranges from 19 to 95, with higher scores reflecting greater clinical self-efficacy.
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Baseline (Pre-test) and 4 weeks post-intervention (Post-test)
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Misure di risultato secondarie
Misura del risultato |
Misura Descrizione |
Lasso di tempo |
|---|---|---|
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Perception of Simulation Design
Lasso di tempo: Immediately after the virtual reality simulation session
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Assessed using the 20-item Simulation Design Scale (adapted into Turkish by Unver et al., 2017) only for the intervention groups.
The scale evaluates five key elements of simulation design: objectives/information, student support, problem-solving, guided reflection/feedback, and fidelity.
Items are rated on a five-point Likert scale (1=strongly disagree to 5=strongly agree).
The overall score ranges from 20 to 100, where higher scores reflect a stronger presence of effective simulation design components.
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Immediately after the virtual reality simulation session
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Student Satisfaction and Self-Confidence in Learning
Lasso di tempo: Immediately after the virtual reality simulation session
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Assessed using the 12-item Student Satisfaction and Self-Confidence in Learning Scale (adapted into Turkish by Unver et al., 2017).
It includes two subscales: satisfaction with current learning (5 items) and self-confidence in learning (7 items).
Items are rated on a five-point Likert scale (1=strongly disagree to 5=strongly agree).
The total score ranges from 12 to 60, with higher scores indicating greater learning satisfaction and self-confidence.
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Immediately after the virtual reality simulation session
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Video Engagement and Immersion
Lasso di tempo: Immediately after the virtual reality simulation session
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Assessed using the 15-item Video Engagement Scale (adapted into Turkish by Deryakulu et al., 2019) to measure the student's emotional and cognitive immersion.
It consists of five subscales (attention, going into a narrative world, identity, empathy, and emotion) rated on a seven-point Likert scale (1=strongly disagree to 7=strongly agree).
The total score ranges from 15 to 105, with higher scores indicating stronger engagement with the VR environment.
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Immediately after the virtual reality simulation session
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Occurrence of Cybersickness / Simulation Side Effects
Lasso di tempo: During and up to 15 minutes immediately following the virtual reality experience
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Assessed using a structured Researcher Observation Form to track any simulator-related physical discomfort (such as dizziness, nausea, headache, or neck pain) experienced by participants during or immediately after the VR headset experience.
Side effects are recorded categorically as present/absent and graded by severity (none, mild, moderate).
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During and up to 15 minutes immediately following the virtual reality experience
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Collaboratori e investigatori
Qui è dove troverai le persone e le organizzazioni coinvolte in questo studio.
Sponsor
Collaboratori
Studiare le date dei record
Queste date tengono traccia dell'avanzamento della registrazione dello studio e dell'invio dei risultati di sintesi a ClinicalTrials.gov. I record degli studi e i risultati riportati vengono esaminati dalla National Library of Medicine (NLM) per assicurarsi che soddisfino specifici standard di controllo della qualità prima di essere pubblicati sul sito Web pubblico.
Studia le date principali
Inizio studio (Effettivo)
10 maggio 2022
Completamento primario (Effettivo)
2 agosto 2022
Completamento dello studio (Effettivo)
2 agosto 2022
Date di iscrizione allo studio
Primo inviato
16 agosto 2026
Primo inviato che soddisfa i criteri di controllo qualità
16 agosto 2026
Primo Inserito (Effettivo)
19 agosto 2026
Aggiornamenti dei record di studio
Ultimo aggiornamento pubblicato (Effettivo)
21 agosto 2026
Ultimo aggiornamento inviato che soddisfa i criteri QC
19 agosto 2026
Ultimo verificato
1 agosto 2026
Maggiori informazioni
Termini relativi a questo studio
Termini MeSH pertinenti aggiuntivi
Altri numeri di identificazione dello studio
- EGE-2021-11/04-1081
Piano per i dati dei singoli partecipanti (IPD)
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INDECISO
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