SimuVersity Medical Center: Pain and Opioid Management Training in Diverse Patient Populations

NCT ID: NCT06624124

Last Updated: 2025-08-11

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

74 participants

Study Classification

INTERVENTIONAL

Study Start Date

2025-04-01

Study Completion Date

2025-07-31

Brief Summary

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This study aims to compare the effectiveness of the new educational activity/game (a novel, engaging digital-training plus interaction with virtual patients to practice skills) in meeting clinical learning objectives and outcomes compared to traditional didactic (powerpoint slide-based training and text-base case scenarios) approaches to provider and student education and satisfaction.

Detailed Description

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Management of chronic pain and opioid use/misuse is challenging for clinicians and students, especially when working with diverse and underserved patient populations, and very few low-cost, flexible, highly-engaging, and effective learning resources are available to help the healthcare workforce best learn to manage these unique health concerns. Gamification holds promise as a user-friendly, fun, engaging and effective teaching strategy, especially for healthcare applications. SimuVersity Medical Center is an immersive 3D gaming platform that will engage students and practicing clinicians in a unique and captivating learning experience focused on pain and opioid management in diverse patient groups.

SimuVersity Medical Center is an innovative platform solution to education and training in specialty topics in healthcare. This novel learning platform will permit learners to explore a 3D virtual hospital space and can interact with objects, virtual colleagues/trainers and virtual patients (imbued with artificial intelligence) to learn and practice new clinical skills. The platform is built for ease-of-use with simple character controls that non-game-savvy learners find intuitive and easy. The graphical interface is clean and clear and the software runs on all modern computing platforms. The control intervention consists of traditional powerpoint slide-based training and text-base case studies for review.

This study aims to compare the effectiveness of the new educational activity/game (a novel, engaging digital-training plus interaction with virtual patients to practice skills) in meeting clinical learning objectives and outcomes compared to traditional didactic (powerpoint slide-based training and text-base case scenarios) approaches to provider and student education and satisfaction.

Conditions

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None Volunteer

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

OTHER

Blinding Strategy

NONE

Study Groups

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Training using AI-powered SimuVersity Training Platform

Students and faculty will receive training on diversity considerations in pain and opioid management via an online gamified platform with AI-powered virtual patients to apply knowledge.

Group Type EXPERIMENTAL

Gamified Training in Diversity Considerations in the Management of Pain and Opioid Use

Intervention Type BEHAVIORAL

Use of a video game-based training platform

Training using traditional text-base methods

Students and faculty will receive training on diversity considerations in pain and opioid management via written materials and text-base case studies to apply knowledge.

Group Type ACTIVE_COMPARATOR

Traditional Training in Diversity Considerations in the Management of Pain and Opioid Use

Intervention Type BEHAVIORAL

Use of a traditional text-based training platform

Interventions

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Gamified Training in Diversity Considerations in the Management of Pain and Opioid Use

Use of a video game-based training platform

Intervention Type BEHAVIORAL

Traditional Training in Diversity Considerations in the Management of Pain and Opioid Use

Use of a traditional text-based training platform

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

1. Ages 18-80 years
2. English-speaking
3. Graduate-level health professional students and faculty at the Medical University of South Carolina
4. Willingness to volunteer to play the new educational game and complete questionnaires regarding satisfaction, knowledge acquisition, value, ease of use and ability to meet learning objectives

Exclusion Criteria

1. Age outside the predefined range
2. Not a student or faculty at MUSC
3. Not willing or able to participate in the learning activity or complete study related questionnaires.
Minimum Eligible Age

18 Years

Maximum Eligible Age

80 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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National Institute on Drug Abuse (NIDA)

NIH

Sponsor Role collaborator

Medical University of South Carolina

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Locations

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Medical University of South Carolina

Charleston, South Carolina, United States

Site Status

Countries

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United States

Provided Documents

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Document Type: Informed Consent Form

View Document

Other Identifiers

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1R41DA059281-01A1

Identifier Type: NIH

Identifier Source: secondary_id

View Link

Pro00137370

Identifier Type: -

Identifier Source: org_study_id

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