The Effects of Virtual Reality-Based Practical Training on Physical Therapy Students
NCT ID: NCT07003217
Last Updated: 2025-06-24
Study Results
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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COMPLETED
NA
52 participants
INTERVENTIONAL
2024-04-16
2024-05-22
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
OTHER
SINGLE
Study Groups
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Virtual Reality-based practical education
Before the start of the experiment, the participants in the experimental group were provided with instructions on the usage and safety precautions of the head-mounted display (HMD; Pico 4 Enterprise, Pico Technology, China, 2022). All participants were given a disposable facial hygiene cover for the HMD to ensure hygienic use, and those who wore glasses were also instructed on how to properly wear the device.
Each participant adjusted the HMD to fit their head size and used hand controllers to sequentially select and perform four target musculoskeletal special tests: the Pronator Teres Test, Hawkins-Kennedy Test, Yergason's Test, and Neer's Test. Each VR video lasted approximately 3 to 4 minutes and was designed to allow 180° rotation. Participants engaged in the VR training once per day.
After the session, post-tests were conducted to assess learning satisfaction, technology acceptance, learning motivation, and learning achievement.
Virtual Reality-based practical education
VR-based practical education is an interactive learning method that utilizes virtual reality, where participants engage in a 3D environment for learning.
Video Watching-based practical education
The control group received the same musculoskeletal special test content through traditional video-watching instruction. The participants watched the videos while seated individually in a laboratory at S University. Each video lasted approximately 3 to 4 minutes, and the training was conducted once per day.
Pre- and post-tests were administered to evaluate learning satisfaction, technology acceptance, learning motivation, and learning achievement.
Video Watching-based practical education
Video Watching-based practical education is a passive learning method, where information is delivered solely through video viewing.
Interventions
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Virtual Reality-based practical education
VR-based practical education is an interactive learning method that utilizes virtual reality, where participants engage in a 3D environment for learning.
Video Watching-based practical education
Video Watching-based practical education is a passive learning method, where information is delivered solely through video viewing.
Eligibility Criteria
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Inclusion Criteria
* individuals who had received prior instruction on the four tests included in the study
* those who did not report any of the 16 SSQ items at the "severe" symptom level
* those who fully understood the purpose and procedures of the study and agreed to participate by providing informed consent.
Exclusion Criteria
* those with health issues that limit the use of VR equipment
* those who do not consent to participate in the study
* those who report 'severe' symptoms on any of the 16 items of the Simulator Sickness Questionnaire (SSQ)
* individuals with disabilities, or pregnant women
ALL
Yes
Sponsors
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Sahmyook University
OTHER
Responsible Party
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Hyoshil Yoon
Ph.D. Student and Principal Investigator
Principal Investigators
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Hyoshil Yoon, Ph.D. Candidate
Role: PRINCIPAL_INVESTIGATOR
Sahmyook University
Locations
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Sahmyook University
Seoul, Dongdaemoon-gu, South Korea
Countries
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Other Identifiers
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SYU 2024-02-022-002
Identifier Type: OTHER
Identifier Source: secondary_id
HY-VRPT-001
Identifier Type: -
Identifier Source: org_study_id
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