Comparing the Outcomes of Virtual Reality Based Serious Gaming and Lecture Based Training for Advanced Life Support
1 other identifier
interventional
2
1 country
1
Brief Summary
The hypothesis of this study is to reveal whether virtual reality(VR) based Advanced Life Support(ALS) serious game module can replace classroom-based ALS lecture, which is part of existing ALS training protocol in addition to skills training.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Dec 2022
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
December 21, 2022
CompletedPrimary Completion
Last participant's last visit for primary outcome
January 10, 2023
CompletedStudy Completion
Last participant's last visit for all outcomes
February 14, 2023
CompletedFirst Submitted
Initial submission to the registry
March 10, 2023
CompletedFirst Posted
Study publicly available on registry
April 5, 2023
CompletedApril 5, 2023
March 1, 2023
20 days
March 10, 2023
March 22, 2023
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Providing theoretical knowledge about Advanced Life Support Protocol by using VR based serious game module and classroom based theoretical lecture.
In the beginning of the study, the participants of the two groups (VR Group and Conventional Training Group) have answered the questions of the pretest. Afterwards, one group had VR based training and the other group had classroom based training. After completing the posttest at the end of the study, the pretest and posttest results were evaluated in order to compare the effectivity of VR based training and classroom based training. The maximum score that could be earned from the pretest and posttest 100.
4 hours
Potential of VR based training to replace classroom based lectures for advanced life support trainings.
Depending on the comparison of the pretest and posttest results, the participants, who were trained with VR based serious gaming module has similar results compared with the participants, who were trained with a classroom based lecture. The potential of VR based ALS trainings to replace classroom based lecture to provide ALS knowledge was investigated.
4 hours
Other Outcomes (1)
VR preference
30 minutes
Study Arms (2)
Conventional Training Group (15 Participants)
ACTIVE COMPARATORThe members of the conventional group had to complete pretest at the beginning of the study. Afterwards they had to take part at an interactive classroom based lecture about Advanced Life Support. The next step was the skills training with task trainers in order to teach them compression skills. Afterwards, the conventional group was divided into three blue code teams consisting of each 5 participants for the simulation session. Two independent instructors evaluated the video recordings in terms of technical and nontechnical skills. The final stage of the study were completing the post-test.
VR Group (14 Participants)
ACTIVE COMPARATORThe members of the VR group had to complete pretest at the beginning of the study. Afterwards they had to play with the VR based serious game module for Advanced Life Support. The next step was the skills training with task trainers in order to teach them compression skills. Afterwards, the conventional group was divided into three blue code teams consisting of each 5 participants for the simulation session. Two independent instructors evaluated the video recordings in terms of technical and nontechnical skills. The final stage of the study were completing the post-test. The aprticipants of this group were also asked to fill a survey about their VR experience during the study.
Interventions
Using VR based serious gaming module for advanced life support training instead of taking part in a classical lecture about advanced life support.
Taking part in a classical lecture about advanced life support.
Eligibility Criteria
You may qualify if:
- Having normal or corrected to normal vision
- No history of visually induced motion sickness
You may not qualify if:
- Previously experienced VR-induced motion sickness
- Other medical conditions (Epilepsy, vertigo attacks)
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Acibadem University CASE (Center of Advanced Simulation and Education)
Istanbul, Non-US/Canada, 34752, Turkey (Türkiye)
Related Publications (1)
Aksoy ME, Ozkan AE, Kitapcioglu D, Usseli T. Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial. JMIR Serious Games. 2023 Sep 28;11:e46964. doi: 10.2196/46964.
PMID: 37768719DERIVED
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- OTHER
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Principal Investigator, Assoc.Prof.Dr., Director of Medical Simulation Center
Study Record Dates
First Submitted
March 10, 2023
First Posted
April 5, 2023
Study Start
December 21, 2022
Primary Completion
January 10, 2023
Study Completion
February 14, 2023
Last Updated
April 5, 2023
Record last verified: 2023-03
Data Sharing
- IPD Sharing
- Will not share