- ICH GCP
- Registro de ensaios clínicos dos EUA
- Ensaio Clínico NCT07773844
Using 360-Degree Interactive Video for Bleeding First Aid in Nursing Education: Effects on Knowledge, Self-Efficacy, and Learning Experience
19 de agosto de 2026 atualizado por: 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.
Visão geral do estudo
Status
Concluído
Intervenção / Tratamento
Tipo de estudo
Intervencional
Inscrição (Real)
152
Estágio
- Não aplicável
Contactos e Locais
Esta seção fornece os detalhes de contato para aqueles que conduzem o estudo e informações sobre onde este estudo está sendo realizado.
Locais de estudo
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Izmir, Turquia (Türkiye)
- Ege University Faculty of Nursing
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Critérios de participação
Os pesquisadores procuram pessoas que se encaixem em uma determinada descrição, chamada de critérios de elegibilidade. Alguns exemplos desses critérios são a condição geral de saúde de uma pessoa ou tratamentos anteriores.
Critérios de elegibilidade
Idades elegíveis para estudo
- Filho
- Adulto
- Adulto mais velho
Aceita Voluntários Saudáveis
Sim
Descrição
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
Plano de estudo
Esta seção fornece detalhes do plano de estudo, incluindo como o estudo é projetado e o que o estudo está medindo.
Como o estudo é projetado?
Detalhes do projeto
- Finalidade Principal: Outro
- Alocação: Randomizado
- Modelo Intervencional: Atribuição Paralela
- Mascaramento: Dobro
Armas e Intervenções
Grupo de Participantes / Braço |
Intervenção / Tratamento |
|---|---|
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Experimental: 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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Experimental: 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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Sem intervenção: Control Group 1 (Pre-tested)
Receives the pre-test, standard classroom instruction, the post-test, and the retention test
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Sem intervenção: Control Group 2 (Unpre-tested)
Receives standard classroom instruction, the post-test, and the retention test
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O que o estudo está medindo?
Medidas de resultados primários
Medida de resultado |
Descrição da medida |
Prazo |
|---|---|---|
|
Bleeding First Aid Knowledge
Prazo: 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
Prazo: 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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Medidas de resultados secundários
Medida de resultado |
Descrição da medida |
Prazo |
|---|---|---|
|
Perception of Simulation Design
Prazo: Immediately after the virtual reality simulation session
|
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
Prazo: 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
Prazo: 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
Prazo: 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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Colaboradores e Investigadores
É aqui que você encontrará pessoas e organizações envolvidas com este estudo.
Patrocinador
Colaboradores
Datas de registro do estudo
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Datas Principais do Estudo
Início do estudo (Real)
10 de maio de 2022
Conclusão Primária (Real)
2 de agosto de 2022
Conclusão do estudo (Real)
2 de agosto de 2022
Datas de inscrição no estudo
Enviado pela primeira vez
16 de agosto de 2026
Enviado pela primeira vez que atendeu aos critérios de CQ
16 de agosto de 2026
Primeira postagem (Real)
19 de agosto de 2026
Atualizações de registro de estudo
Última Atualização Postada (Real)
21 de agosto de 2026
Última atualização enviada que atendeu aos critérios de controle de qualidade
19 de agosto de 2026
Última verificação
1 de agosto de 2026
Mais Informações
Termos relacionados a este estudo
Termos MeSH relevantes adicionais
Outros números de identificação do estudo
- EGE-2021-11/04-1081
Plano para dados de participantes individuais (IPD)
Planeja compartilhar dados de participantes individuais (IPD)?
INDECISO
Informações sobre medicamentos e dispositivos, documentos de estudo
Estuda um medicamento regulamentado pela FDA dos EUA
Não
Estuda um produto de dispositivo regulamentado pela FDA dos EUA
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