Virtual Reality Situation-Based Flipped Learning
VRFlipped
Effectiveness of Virtual Reality Situation-Based Flipped Learning and Gamification on Nursing Students' Learning Attitudes, Problem-solving Abilities, and Empathetic Abilities
1 other identifier
interventional
140
1 country
1
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Nov 2023
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
November 1, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
January 1, 2024
CompletedFirst Submitted
Initial submission to the registry
January 2, 2024
CompletedFirst Posted
Study publicly available on registry
January 25, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
February 1, 2024
CompletedJanuary 25, 2024
January 1, 2024
2 months
January 2, 2024
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
EXPERIMENTALstudents exposed to virtual reality Situation-Based Flipped Learning
traditional teaching strategies
NO INTERVENTIONStudents 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.
Eligibility Criteria
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
Study Officials
- PRINCIPAL INVESTIGATOR
mohamed H atta
Faculty of nursing, Alexandria university, Egypt
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