NCT07595588

Brief Summary

Background and Purpose Community health nursing is essential for providing healthcare to individuals in home and neighborhood settings. As healthcare delivery shifts from hospitals to community environments, nursing students require practical training to develop competencies in conducting home visits. However, the availability of sufficient community-based training sites remains limited, and initial home visit experiences are often associated with student anxiety. This study evaluated whether an immersive virtual reality technology, VR CAVE (Cave Automatic Virtual Environment), can provide training outcomes comparable to traditional practice conducted in a simulated home apartment. VR CAVE generates a room-sized three-dimensional environment that allows users to navigate and interact with realistic home settings without requiring physical props or dedicated space. Methods A crossover randomized controlled trial was conducted with 150 final-year nursing students at the University of Hong Kong from August 2024 to May 2025. Participants were randomly assigned to experience both training modalities in different sequences: one group received VR CAVE training followed by simulated home training, while the other group followed the reverse order. A three-week washout period was implemented between training sessions to minimize carryover effects. Each training session included two realistic home visit scenarios: (1) a 70-year-old male with chronic lung disease living alone with respiratory distress and a urinary catheter, and (2) a 65-year-old female undergoing treatment for tuberculosis in a poorly ventilated apartment. Participants were required to identify environmental hazards, assess patient conditions, and formulate appropriate nursing care decisions. The VR CAVE system projected life-sized three-dimensional home environments onto surrounding walls, incorporating approximately twenty interactive elements per scenario, such as smoke effects, labored breathing sounds, medication containers, and mobility aids. Participants navigated freely within the virtual space and interacted with objects. The traditional simulated home consisted of a physical mock apartment equipped with real props and comparable layouts. Outcomes were measured using validated instruments assessing three domains: self-perceived clinical competence (confidence in nursing skills), self-confidence in applying learned knowledge, and satisfaction with the learning experience. Results Both VR CAVE and traditional simulated home training resulted in significant improvements in clinical competence, self-confidence, and satisfaction. Comparable levels of skill development were observed between participants trained using VR CAVE and those trained in the simulated home. No statistically significant difference in competence scores was identified between the two methods after completion of both training modalities (p=0.345). Higher satisfaction and self-confidence scores were observed following VR CAVE sessions (mean scores ranging from 4.31 to 4.39 out of 5) compared to the simulated home. These findings suggest that the virtual reality approach may offer a more engaging and confidence-enhancing learning experience, despite similar effectiveness in skill acquisition. Significance The findings demonstrate that VR CAVE technology is comparable to traditional hands-on simulation in teaching community nursing skills. Key implications include: Mitigation of space and resource constraints: Virtual environments allow the creation of diverse home settings without reliance on physical infrastructure or repeated reconfiguration of equipment. Expansion of training capacity: Increased access to practice opportunities is achievable without dependence on physical space or clinical placement availability. Enhanced learner engagement: Higher satisfaction levels indicate potential benefits in learner motivation and confidence prior to real-world placements. Adaptability of training scenarios: Virtual environments can be readily modified to represent varied home conditions and patient cases, supporting comprehensive preparation for clinical practice. Overall, VR CAVE represents a valuable adjunct to conventional training methods in preparing nursing students for community-based healthcare roles, particularly in contexts with limited access to real-world training environments.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
150

participants targeted

Target at P75+ for not_applicable

Timeline
Completed

Started Aug 2024

Geographic Reach
1 country

1 active site

Status
completed

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

August 1, 2024

Completed
10 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

May 30, 2025

Completed
2 months until next milestone

Study Completion

Last participant's last visit for all outcomes

July 15, 2025

Completed
10 months until next milestone

First Submitted

Initial submission to the registry

May 7, 2026

Completed
12 days until next milestone

First Posted

Study publicly available on registry

May 19, 2026

Completed
Last Updated

May 19, 2026

Status Verified

May 1, 2026

Enrollment Period

10 months

First QC Date

May 7, 2026

Last Update Submit

May 14, 2026

Conditions

Keywords

VR CaveCave Automatic Virtual EnvironmentSimulationCommunity NursingSimulation in NursingNursing EducationRandomized Controlled Trial

Outcome Measures

Primary Outcomes (2)

  • Change in Self-Perceived Clinical Competence Using Clinical Competence Questionnaire (CCQ) Total Score from Baseline to Post-Test 1

    Self-perceived clinical competence measured using the Clinical Competence Questionnaire (CCQ), a 47-item validated instrument based on Benner's "Novice to Expert" model. The CCQ assesses four domains: nursing professional behaviors, general performance, core nursing skills, and advanced nursing skills. Each item is scored on a 5-point Likert scale. Total CCQ score ranges from 47 to 235, with higher scores indicating greater perceived competence. Change is calculated as post-intervention score minus baseline score. Cronbach's alpha: 0.98.

    Baseline and immediately post-intervention (approximately 20 minutes after completing first simulation session)

  • Change in Self-Perceived Clinical Competence Using Clinical Competence Questionnaire (CCQ) Total Score from Baseline to Post-Test 2

    Self-perceived clinical competence measured using the Clinical Competence Questionnaire (CCQ), a 47-item validated instrument based on Benner's "Novice to Expert" model. The CCQ assesses four domains: nursing professional behaviors, general performance, core nursing skills, and advanced nursing skills. Each item is scored on a 5-point Likert scale. Total CCQ score ranges from 47 to 235, with higher scores indicating greater perceived competence. Change is calculated as post-crossover score minus baseline score. Cronbach's alpha: 0.98.

    Baseline and immediately after crossover intervention (approximately 3 weeks and 20 minutes after first intervention)

Secondary Outcomes (4)

  • Student Satisfaction with Learning at Post-Test 1 Using Satisfaction Subscale of SSS (5-item, 5-point Likert scale)

    Immediately after completing first simulation session (approximately 20 minutes post-intervention)

  • Self-Confidence in Learning at Post-Test 1 Using Self-Confidence Subscale of SSS (8-item, 5-point Likert scale)

    Immediately after completing first simulation session (approximately 20 minutes post-intervention)

  • Student Satisfaction with Learning at Post-Test 2 Using Satisfaction Subscale of SSS (5-item, 5-point Likert scale)

    Immediately after completing second simulation session following 3-week washout period (approximately 3 weeks and 20 minutes after first intervention)

  • Self-Confidence in Learning at Post-Test 2 Using Self-Confidence Subscale of SSS (8-item, 5-point Likert scale)

    Immediately after completing second simulation session following 3-week washout period (approximately 3 weeks and 20 minutes after first intervention)

Study Arms (2)

VR CAVE (Cave Automatic Virtual Environment) Simulation for Community Health Nursing

EXPERIMENTAL

Participants receive immersive virtual reality-based home visit simulation using VR CAVE technology. The intervention consists of two 20-minute standardized community health nursing scenarios (COPD patient and tuberculosis patient) projected as life-sized 3D environments with approximately 20 interactive clinical cues per case. Students navigate virtual home settings, identify health hazards, assess patient needs, and apply community nursing principles. Each session is followed by structured debriefing using Kolb's Experiential Learning Theory framework to promote reflection and conceptualization.

Other: VR CAVE Immersive Simulation for Community Health Nursing EducationOther: Traditional Simulated Home Environment for Community Health Nursing Training

Traditional Simulated Home Environment for Community Nursing

ACTIVE COMPARATOR

Participants receive traditional simulation-based home visit training in a physical mock apartment laboratory. The intervention uses the same two 20-minute standardized community health nursing scenarios (COPD patient and tuberculosis patient) with physical props, room layouts, and observational cues mirroring the VR scenarios. Students physically navigate the simulated apartment, identify clinical issues and environmental hazards, and apply community nursing principles. Each session is followed by structured debriefing identical to the VR CAVE arm, using Kolb's Experiential Learning Theory to facilitate reflection and learning.

Other: VR CAVE Immersive Simulation for Community Health Nursing EducationOther: Traditional Simulated Home Environment for Community Health Nursing Training

Interventions

Immersive virtual reality educational intervention using Cave Automatic Virtual Environment (VR CAVE) technology that projects life-sized 3D home environments onto room-scale walls. Students experience two 20-minute standardized community health nursing scenarios: (1) home visit to a 70-year-old COPD patient with Foley catheter living in public housing, and (2) home visit to a 65-year-old tuberculosis patient in poorly ventilated flat. Each virtual environment contains approximately 20 interactive clinical cues including animated smoke, ambient sounds (labored breathing, environmental noise), and responsive objects (medication packaging, mobility aids). Students physically navigate the virtual space, identify health hazards, assess patient needs, and apply community nursing principles. Sessions are followed by structured debriefing using Kolb's Experiential Learning Theory framework (Concrete Experience, Reflective Observation, Abstract Conceptualization, Active Experimentation).

Traditional Simulated Home Environment for Community NursingVR CAVE (Cave Automatic Virtual Environment) Simulation for Community Health Nursing

Traditional simulation-based educational intervention conducted in a physical mock apartment laboratory setting. Students experience identical two 20-minute standardized community health nursing scenarios: (1) home visit to a 70-year-old COPD patient with Foley catheter living in public housing, and (2) home visit to a 65-year-old tuberculosis patient in poorly ventilated flat. The simulated apartment uses physical props, standardized room layouts, printed materials, and observational cues to replicate realistic home environments with the same 20 clinical elements present in the VR CAVE scenarios (medication storage, ventilation issues, mobility hazards, etc.). Students physically navigate the mock apartment space, identify environmental and health hazards, and apply community nursing assessment and intervention skills. Sessions are followed by structured debriefing using identical Kolb's Experiential Learning Theory framework as the VR CAVE intervention.

Traditional Simulated Home Environment for Community NursingVR CAVE (Cave Automatic Virtual Environment) Simulation for Community Health Nursing

Eligibility Criteria

Age18 Years+
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Full-time Year-5 undergraduate nursing students enrolled in the Community and Global Health Nursing course at the University of Hong Kong
  • Age 18 years or older
  • Able to communicate in English
  • Willing to participate voluntarily in the study
  • Provided written informed consent via online platform (Qualtrics)

You may not qualify if:

  • Students not enrolled in the Community and Global Health Nursing course
  • Students unable to attend both simulation sessions separated by the 3-week washout period
  • Students who do not provide informed consent
  • Students unable to complete online questionnaires via Qualtrics platform

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

School of Nursing, Li Ka Shing Faculty of Medicine, The University of Hong Kong

Hong Kong, Hong Kong

Location

MeSH Terms

Conditions

Pulmonary Disease, Chronic ObstructiveTuberculosis, Pulmonary

Condition Hierarchy (Ancestors)

Lung Diseases, ObstructiveLung DiseasesRespiratory Tract DiseasesChronic DiseaseDisease AttributesPathologic ProcessesPathological Conditions, Signs and SymptomsTuberculosisMycobacterium InfectionsActinomycetales InfectionsGram-Positive Bacterial InfectionsBacterial InfectionsBacterial Infections and MycosesInfectionsRespiratory Tract Infections

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
OUTCOMES ASSESSOR
Masking Details
Due to the nature of the educational intervention, participants and intervention facilitators cannot be blinded to group assignment, as students will be aware of whether they are experiencing VR CAVE or simulated home environments. However, outcome assessors who score and analyze questionnaire responses will be blinded to group allocation. Additionally, the statistical analyst will be blinded to treatment assignment during data analysis to minimize detection and analysis bias.
Purpose
HEALTH SERVICES RESEARCH
Intervention Model
CROSSOVER
Model Details: This is a two-period, two-sequence crossover randomized controlled trial. Participants were randomly allocated to one of two sequences: (1) VR CAVE simulation followed by simulated home environment, or (2) simulated home environment followed by VR CAVE simulation. The two intervention periods were separated by a three-week washout period to minimize carryover effects. Each participant experienced both interventions, allowing within-subject comparisons of educational effectiveness. Data were collected at three time points: baseline (T0), after the first intervention (T1), and after the second intervention following crossover (T2). This design controls for individual differences and provides balanced assessment of both simulation modalities.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Senior Lecturer, Principal Investigator

Study Record Dates

First Submitted

May 7, 2026

First Posted

May 19, 2026

Study Start

August 1, 2024

Primary Completion

May 30, 2025

Study Completion

July 15, 2025

Last Updated

May 19, 2026

Record last verified: 2026-05

Data Sharing

IPD Sharing
Will not share

Individual participant data (IPD) will not be shared publicly. The ethical approval from the Human Research Ethics Committee of the University of Hong Kong (Ref: EA240481) requires protection of participant confidentiality. Only aggregate data and anonymized results will be published in peer-reviewed journals. De-identified datasets may be available upon reasonable request to the corresponding author, subject to institutional data sharing policies and ethical approval.

Locations