NCT07673224

Brief Summary

This randomized controlled trial aims to evaluate the effect of immersive virtual reality (VR) training on nursing students' learning outcomes in phlebotomy skills. The study compares immersive VR-based simulation with traditional task trainer-based simulation. A total sample of undergraduate nursing students is randomly assigned to either the experimental group (VR training) or the control group (task trainer training). The intervention focuses on improving self-efficacy, reducing anxiety, and enhancing clinical performance in venipuncture skills. Outcomes are measured at three time points: pre-test, immediate post-test, and follow-up. Self-efficacy, anxiety, and clinical performance are assessed using validated scales. The study seeks to determine whether immersive VR provides a more effective and engaging learning experience compared to conventional simulation methods in nursing education.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
60

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Apr 2026

Shorter than P25 for not_applicable

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

April 15, 2026

Completed
25 days until next milestone

Primary Completion

Last participant's last visit for primary outcome

May 10, 2026

Completed
14 days until next milestone

Study Completion

Last participant's last visit for all outcomes

May 24, 2026

Completed
1 month until next milestone

First Submitted

Initial submission to the registry

June 23, 2026

Completed
6 days until next milestone

First Posted

Study publicly available on registry

June 29, 2026

Completed
Last Updated

June 29, 2026

Status Verified

June 1, 2026

Enrollment Period

25 days

First QC Date

June 23, 2026

Last Update Submit

June 23, 2026

Conditions

Outcome Measures

Primary Outcomes (2)

  • Self-efficacy

    Measured using a validated self-efficacy scale for clinical skills.

    Baseline, immediately post-intervention, and two-week follow-up

  • Clinical performance

    Assessed using a structured checklist evaluating steps of the phlebotomy procedure.

    Baseline, immediately post-intervention, and two-week follow-up

Secondary Outcomes (1)

  • Anxiety related to phlebotomy skill

    Baseline, immediately post-intervention, and at the 2-week follow-up.

Study Arms (2)

Immersive Virtual Reality Training Group

EXPERIMENTAL
Behavioral: Immersive Virtual Reality Training

Part-Task Trainer Simulation Group

ACTIVE COMPARATOR
Behavioral: Part-Task Trainer Simulation Training

Interventions

Immersive VR-based phlebotomy training simulation designed to improve self-efficacy, reduce anxiety, and enhance clinical performance.

Immersive Virtual Reality Training Group

Traditional phlebotomy training using a part-task trainer arm simulation.

Part-Task Trainer Simulation Group

Eligibility Criteria

Age18 Years - 22 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Al-Quds University

Abū Dīs, Jerusalem, 5100, Palestinian Territories

Location

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
OUTCOMES ASSESSOR
Purpose
TREATMENT
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

June 23, 2026

First Posted

June 29, 2026

Study Start

April 15, 2026

Primary Completion

May 10, 2026

Study Completion

May 24, 2026

Last Updated

June 29, 2026

Record last verified: 2026-06

Data Sharing

IPD Sharing
Will not share

Locations