How Cultural Background Affects Cognitive and Motor Learning Using Virtual Reality
NCT ID: NCT07242937
Last Updated: 2025-11-21
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
43 participants
OBSERVATIONAL
2024-10-14
2025-02-17
Brief Summary
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Detailed Description
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All participants followed the exact same schedule and attended the study sessions on four fixed days: Monday, Wednesday, Friday, and the following Monday. This controlled scheduling ensured that all participants experienced the same time intervals between sessions, eliminating variability due to inconsistent spacing.
During Day 1, participants completed baseline assessments, including:
CogniFit cognitive battery, evaluating attention, memory, processing speed, and executive functions
Purdue Pegboard Test, assessing fine-motor coordination
IFIS scale (Index of Fit Self-Perception) to assess physical fitness
Cultural Intelligence Scale (CQS) to measure cultural intelligence
After completing the baseline assessments on Day 1, participants performed the standardized VR learning task (Beat Saber).
On Days 2 and 3 (Wednesday and Friday), participants completed only the VR Beat Saber task. These sessions were used to measure progression of visuomotor learning, accuracy, speed, and performance over time.
On Day 4 (the following Monday), participants again completed:
CogniFit cognitive battery
Purdue Pegboard Test
The VR Beat Saber task
Repeating these tests on Day 4 allowed the study to evaluate changes in cognitive performance and motor coordination across the study period, as well as overall VR learning progression.
All procedures and assessments were identical for both groups. The study did not manipulate behavior or deliver interventions; instead, it observed naturally occurring differences in learning and performance across participants with different long-term cultural backgrounds. This design allowed the analysis of how cultural exposure may relate to cognitive adaptation, motor learning, and VR-based task progression. No biospecimens were collected.
Conditions
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Study Design
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CASE_CONTROL
PROSPECTIVE
Study Groups
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Home Group
Participants who lived for at least ten years in their home country with no long-term intercultural exposure. All participants followed the same standardized assessment procedure, including cognitive testing, motor coordination testing, and virtual reality (VR) task performance. No interventions were assigned; the study compared natural learning differences between pre-existing cultural groups.
Virtual reality beat saber training and cognitive and motor assessment
All participants completed the same four-day assessment procedure consisting of cognitive evaluation (Cognitive Assessment Battery-Professional \[CAB PRO\]), fine-motor coordination testing (Purdue Pegboard Test), and performance on a virtual reality (VR) Beat Saber task using the Meta Quest 2 headset. These procedures were administered equally to all participants. No interventions were assigned; the study observed natural performance differences between pre-existing cultural groups.
Abroad group
Participants who lived abroad for at least ten years with long-term intercultural exposure. All participants completed the same standardized assessment procedure, identical to the Home group. No experimental intervention or assignment occurred.
Virtual reality beat saber training and cognitive and motor assessment
All participants completed the same four-day assessment procedure consisting of cognitive evaluation (Cognitive Assessment Battery-Professional \[CAB PRO\]), fine-motor coordination testing (Purdue Pegboard Test), and performance on a virtual reality (VR) Beat Saber task using the Meta Quest 2 headset. These procedures were administered equally to all participants. No interventions were assigned; the study observed natural performance differences between pre-existing cultural groups.
Interventions
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Virtual reality beat saber training and cognitive and motor assessment
All participants completed the same four-day assessment procedure consisting of cognitive evaluation (Cognitive Assessment Battery-Professional \[CAB PRO\]), fine-motor coordination testing (Purdue Pegboard Test), and performance on a virtual reality (VR) Beat Saber task using the Meta Quest 2 headset. These procedures were administered equally to all participants. No interventions were assigned; the study observed natural performance differences between pre-existing cultural groups.
Eligibility Criteria
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Inclusion Criteria
* Lived at least ten years in either their home country (Home group) or abroad (Abroad group)
* Fluent in English
* Normal or corrected-to-normal vision
* Able to use virtual reality headset and controllers
* Provided informed consent
Exclusion Criteria
* Severe visual or motor impairment
* Use of medications affecting cognition
* Any condition preventing safe participation in VR tasks
17 Years
35 Years
ALL
Yes
Sponsors
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CogniFit Limited
UNKNOWN
Bahçeşehir University
OTHER
Responsible Party
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Yara Atef Skout
Principal investigator
Principal Investigators
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Seda Gözener Canbülbül
Role: STUDY_DIRECTOR
Bahçeşehir University
Locations
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Bahcesehir University- Faculty of Health Sciences
Istanbul, , Turkey (Türkiye)
Countries
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Other Identifiers
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E-10840098-202.3.02-5347
Identifier Type: -
Identifier Source: org_study_id
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