How Cultural Background Affects Cognitive and Motor Learning Using Virtual Reality

NCT ID: NCT07242937

Last Updated: 2025-11-21

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

Total Enrollment

43 participants

Study Classification

OBSERVATIONAL

Study Start Date

2024-10-14

Study Completion Date

2025-02-17

Brief Summary

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This observational study examined how long-term cultural background is associated with differences in cognitive and motor learning within a virtual reality environment. Forty-three healthy university students participated in four days of standardized assessment procedures involving cognitive testing, fine-motor evaluation, and performance on a virtual reality (VR) task. Participants were classified into two pre-existing groups based on long-term cultural exposure: a Home group (lived mainly in their native country) and an Abroad group (lived abroad for at least ten years). All participants completed the same assessment procedures. The study observed natural variations in cognitive performance, motor coordination, and VR learning progression across sessions.

Detailed Description

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This observational study examined how long-term cultural background is associated with differences in cognitive and motor learning within a virtual reality (VR) environment. The study used a case-control design based on naturally existing groups. Participants were not assigned to conditions. Instead, they were classified into two groups according to their long-term cultural exposure: a Home group (lived primarily in their native country for at least ten years) and an Abroad group (lived abroad for at least ten years).

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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Cognitive Function Neuroplasticity Motor Skills Virtual Reality Cross-Cultural Comparison

Study Design

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Observational Model Type

CASE_CONTROL

Study Time Perspective

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

Intervention Type BEHAVIORAL

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

Intervention Type BEHAVIORAL

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.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Healthy university students aged 17-35
* 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

* History of neurological or psychiatric disorders
* Severe visual or motor impairment
* Use of medications affecting cognition
* Any condition preventing safe participation in VR tasks
Minimum Eligible Age

17 Years

Maximum Eligible Age

35 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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CogniFit Limited

UNKNOWN

Sponsor Role collaborator

Bahçeşehir University

OTHER

Sponsor Role lead

Responsible Party

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Yara Atef Skout

Principal investigator

Responsibility Role 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)

Site Status

Countries

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Turkey (Türkiye)

Other Identifiers

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E-10840098-202.3.02-5347

Identifier Type: -

Identifier Source: org_study_id

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