Immersive Virtual Reality Training for Phlebotomy Skills in Nursing Students
The Effect of Immersive VR Phlebotomy on Nursing Students Self-efficacy, Anxiety and Clinical Performance: Randomize Clinical Trial
1 other identifier
interventional
60
1 country
1
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Apr 2026
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
April 15, 2026
CompletedPrimary Completion
Last participant's last visit for primary outcome
May 10, 2026
CompletedStudy Completion
Last participant's last visit for all outcomes
May 24, 2026
CompletedFirst Submitted
Initial submission to the registry
June 23, 2026
CompletedFirst Posted
Study publicly available on registry
June 29, 2026
CompletedJune 29, 2026
June 1, 2026
25 days
June 23, 2026
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
EXPERIMENTALPart-Task Trainer Simulation Group
ACTIVE COMPARATORInterventions
Immersive VR-based phlebotomy training simulation designed to improve self-efficacy, reduce anxiety, and enhance clinical performance.
Traditional phlebotomy training using a part-task trainer arm simulation.
Eligibility Criteria
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Al-Quds University
Abū Dīs, Jerusalem, 5100, Palestinian Territories
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