Comparing the Outcomes of Virtual Reality Based Serious Gaming and Lecture Based Training for Advanced Life Support

NCT ID: NCT05798910

Last Updated: 2023-04-05

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

2 participants

Study Classification

INTERVENTIONAL

Study Start Date

2022-12-21

Study Completion Date

2023-02-14

Brief Summary

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The hypothesis of this study is to reveal whether virtual reality(VR) based Advanced Life Support(ALS) serious game module can replace classroom-based ALS lecture, which is part of existing ALS training protocol in addition to skills training.

Detailed Description

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The participants consisting of students from Acibadem Mehmet Ali Aydinlar University Vocational School for Anesthesiology (N=29) were randomly divided into two groups with 15 (Conventional training group) and 14 (VR based training group) participants each. The members of the conventional group had to complete pretest at the beginning of the study. Afterwards they had to take part at an interactive classroom based lecture about ALS. The next step was the skills training with task trainers in order to teach them compression skills. Afterwards, the conventional group was divided into three blue code teams consisting of each 5 participants for the simulation session. Two independent instructors evaluated the video recordings in terms of technical and nontechnical skills. The final stage of the study were completing the post-test. The members of VR group had a similar study flow but they had to play with the VR based ALS serious game module instead of the theoretical lecture during the study flow. A survey about preference of VR based trainings was conducted for the members of the VR group. Mann Whitney U Test and Wilcoxon Signed Ranks Test were used for statistical analysis of the two groups' performances in this study.

Conditions

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Advanced Cardiac Life Support

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

The members of the conventional group had to complete pretest at the beginning of the study. Afterwards they had to take part at an interactive classroom based lecture about ALS. The next step was the skills training with task trainers in order to teach them compression skills. Afterwards, the conventional group was divided into three blue code teams consisting of each 5 participants for the simulation session. Two independent instructors evaluated the video recordings in terms of technical and nontechnical skills. The final stage of the study were completing the post-test. The members of VR group had a similar study flow but they had to play with the VR based ALS serious game module instead of the theoretical lecture. A survey about preference of VR based trainings was conducted for the members of the VR group. Mann Whitney U Test and Wilcoxon Signed Ranks Test were used for statistical analysis of the two groups' performances in this study.
Primary Study Purpose

OTHER

Blinding Strategy

NONE

Study Groups

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Conventional Training Group (15 Participants)

The members of the conventional group had to complete pretest at the beginning of the study. Afterwards they had to take part at an interactive classroom based lecture about Advanced Life Support. The next step was the skills training with task trainers in order to teach them compression skills. Afterwards, the conventional group was divided into three blue code teams consisting of each 5 participants for the simulation session. Two independent instructors evaluated the video recordings in terms of technical and nontechnical skills. The final stage of the study were completing the post-test.

Group Type ACTIVE_COMPARATOR

Lecture based training for advanced life support

Intervention Type OTHER

Taking part in a classical lecture about advanced life support.

VR Group (14 Participants)

The members of the VR group had to complete pretest at the beginning of the study. Afterwards they had to play with the VR based serious game module for Advanced Life Support. The next step was the skills training with task trainers in order to teach them compression skills. Afterwards, the conventional group was divided into three blue code teams consisting of each 5 participants for the simulation session. Two independent instructors evaluated the video recordings in terms of technical and nontechnical skills. The final stage of the study were completing the post-test. The aprticipants of this group were also asked to fill a survey about their VR experience during the study.

Group Type ACTIVE_COMPARATOR

ALS VR (VR based serious gaming module for advanced life support training)

Intervention Type OTHER

Using VR based serious gaming module for advanced life support training instead of taking part in a classical lecture about advanced life support.

Interventions

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ALS VR (VR based serious gaming module for advanced life support training)

Using VR based serious gaming module for advanced life support training instead of taking part in a classical lecture about advanced life support.

Intervention Type OTHER

Lecture based training for advanced life support

Taking part in a classical lecture about advanced life support.

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* Having normal or corrected to normal vision
* No history of visually induced motion sickness

Exclusion Criteria

* Previously experienced VR-induced motion sickness
* Other medical conditions (Epilepsy, vertigo attacks)
Minimum Eligible Age

20 Years

Maximum Eligible Age

22 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Acibadem University

OTHER

Sponsor Role lead

Responsible Party

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Emin Aksoy

Principal Investigator, Assoc.Prof.Dr., Director of Medical Simulation Center

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Acibadem University CASE (Center of Advanced Simulation and Education)

Istanbul, Non-US/Canada, Turkey (Türkiye)

Site Status

Countries

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Turkey (Türkiye)

References

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Aksoy ME, Ozkan AE, Kitapcioglu D, Usseli T. Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial. JMIR Serious Games. 2023 Sep 28;11:e46964. doi: 10.2196/46964.

Reference Type DERIVED
PMID: 37768719 (View on PubMed)

Other Identifiers

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2022-19/04

Identifier Type: -

Identifier Source: org_study_id

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