Virtual Reality Clinical Trial
Official title:
Virtual Reality Instructional Design in Orthopedic Physical Therapy Education: A Randomized Controlled Trial Comparing the Effects of Virtual Reality With Role-Playing Learning
Verified date | September 2021 |
Source | Shenandoah University |
Contact | n/a |
Is FDA regulated | No |
Health authority | |
Study type | Interventional |
The objective of this study is to assess the effects of virtual reality instructional design on physical therapy students' clinical decision-making skills, as compared with a traditional method of instruction with the same content and duration of exposure.
Status | Completed |
Enrollment | 59 |
Est. completion date | August 1, 2021 |
Est. primary completion date | June 1, 2021 |
Accepts healthy volunteers | No |
Gender | All |
Age group | 22 Years and older |
Eligibility | Inclusion Criteria: - Students enrolled in their first year of physical therapy school at SU Exclusion Criteria: - Students enrolled in their second or third year of physical therapy school at SU |
Country | Name | City | State |
---|---|---|---|
United States | Shenandoah University | Winchester | Virginia |
Lead Sponsor | Collaborator |
---|---|
Shenandoah University |
United States,
Kleinert R, Heiermann N, Plum PS, Wahba R, Chang DH, Maus M, Chon SH, Hoelscher AH, Stippel DL. Web-Based Immersive Virtual Patient Simulators: Positive Effect on Clinical Reasoning in Medical Education. J Med Internet Res. 2015 Nov 17;17(11):e263. doi: 10.2196/jmir.5035. — View Citation
Middeke A, Anders S, Raupach T, Schuelper N. Transfer of Clinical Reasoning Trained With a Serious Game to Comparable Clinical Problems: A Prospective Randomized Study. Simul Healthc. 2020 Apr;15(2):75-81. doi: 10.1097/SIH.0000000000000407. — View Citation
Middeke A, Anders S, Schuelper M, Raupach T, Schuelper N. Training of clinical reasoning with a Serious Game versus small-group problem-based learning: A prospective study. PLoS One. 2018 Sep 11;13(9):e0203851. doi: 10.1371/journal.pone.0203851. eCollection 2018. — View Citation
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Change in clinical decision-making | The Clinical Decision-Making Tool (CDM-Tool), a Likert-style questionnaire with 12 items, scored on a four-point scale. A higher raw score indicates a higher level of perceived decision-making ability. | pre- and post-instructional design (immediately after completing virtual reality or role-playing) | |
Secondary | Change in metacognitive awareness | Metacognitive Awareness Inventory (MAI), a Likert-style questionnaire with 52-items, scored on a five-point scale. A higher raw score indicates a higher level of perceived metacognitive awareness. | pre and post-instructional design (immediately after completing virtual reality or role-playing) | |
Secondary | Self-reported measure of engagement | Six-item, five-point Likert-style instrument. A higher raw score indicates greater level of student engagement. | Post-instruction (immediately after completing either virtual reality or role-playing experience) | |
Secondary | Objective Structured Clinical Examination (OSCE) | Practical examination with 2 cases, assessing a student's ability to generate hypotheses, perform tests or measures to rule-in or rule-out hypotheses, and deliver an appropriate intervention. | 1 week following allocated instruction (either virtual reality or role-playing) |
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