NCT06223425

Brief Summary

The integration of innovative educational approaches in nursing education has become increasingly crucial for enhancing learning outcomes. Among these approaches, virtual reality (VR)

Trial Health

43
At Risk

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Trial has exceeded expected completion date
Enrollment
140

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Nov 2023

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
unknown

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

November 1, 2023

Completed
2 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

January 1, 2024

Completed
1 day until next milestone

First Submitted

Initial submission to the registry

January 2, 2024

Completed
23 days until next milestone

First Posted

Study publicly available on registry

January 25, 2024

Completed
7 days until next milestone

Study Completion

Last participant's last visit for all outcomes

February 1, 2024

Completed
Last Updated

January 25, 2024

Status Verified

January 1, 2024

Enrollment Period

2 months

First QC Date

January 2, 2024

Last Update Submit

January 23, 2024

Conditions

Outcome Measures

Primary Outcomes (2)

  • virtual reality Situation-Based Flipped Learning

    Students who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of Problem-Solving Ability measured by the Problem-Solving Ability scale (a higher score of more than 90) than those in traditional learning strategies

    two months

  • virtual reality Based Gamification

    students who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of empathic understanding level measured by the Empathetic ability scale ( a higher score of more than15) than those in traditional learning strategies

    two months

Study Arms (2)

virtual reality Situation-Based Flipped Learning

EXPERIMENTAL

students exposed to virtual reality Situation-Based Flipped Learning

Behavioral: virtual reality Situation-Based Flipped Learning

traditional teaching strategies

NO INTERVENTION

Students exposed to traditional Learning

Interventions

Situation-Based Flipped Learning, and Gamification have gained attention as promising tools to engage nursing students and promote a deeper understanding of complex concepts. This study aims to investigate the effectiveness of combining these strategies in a virtual reality Situation-Based Flipped Learning environment with elements of Gamification on nursing students' learning attitudes, problem-solving abilities, and empathetic skills.

virtual reality Situation-Based Flipped Learning

Eligibility Criteria

Age18 Years - 30 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

You may qualify if:

  • willingness to participate

You may not qualify if:

  • First-year academic students

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Alexandria university

Alexandria, Alexandria Governorate, 21913, Egypt

RECRUITING

Study Officials

  • mohamed H atta

    Faculty of nursing, Alexandria university, Egypt

    PRINCIPAL INVESTIGATOR

Central Study Contacts

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
OTHER
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

January 2, 2024

First Posted

January 25, 2024

Study Start

November 1, 2023

Primary Completion

January 1, 2024

Study Completion

February 1, 2024

Last Updated

January 25, 2024

Record last verified: 2024-01

Locations