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Clinical Trial Details — Status: Not yet recruiting

Administrative data

NCT number NCT06445764
Other study ID # 1388/2023
Secondary ID
Status Not yet recruiting
Phase N/A
First received
Last updated
Start date January 1, 2025
Est. completion date February 28, 2026

Study information

Verified date June 2024
Source Medical University of Vienna
Contact Josef Michael Lintschinger, MD
Phone +4366493228562
Email josef.lintschinger@meduniwien.ac.at
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

The goal of this single-center, prospective, randomized, controlled trial is to evaluate the effectiveness of using virtual reality technology to provide learners with skills and knowledge in the management of traumatic cardiac arrest in first-year residents at the emergency department. The main question it aims to answer is: Does the use of virtual reality in the context of trauma cardiopulmonary resuscitation training result in shorter times to order/perform pre-defined critical actions? Participants will learn management skills for in-hospital traumatic cardiac arrest using either newly developed virtual reality software or e-learning focused on the same content.


Recruitment information / eligibility

Status Not yet recruiting
Enrollment 67
Est. completion date February 28, 2026
Est. primary completion date December 31, 2025
Accepts healthy volunteers Accepts Healthy Volunteers
Gender All
Age group 18 Years to 110 Years
Eligibility Inclusion Criteria: - first-year residents at the emergency department - only people who do not need eyeglasses for using VR Exclusion Criteria: - pre-disposition for cybersickness (motion sickness, pregnancy, pre-existing cybersickness)

Study Design


Related Conditions & MeSH terms


Intervention

Other:
e-learning
Participants will complete an e-learning course over a two-week period that focuses on skills and knowledge related to the management of in-hospital cardiac arrest. This course prepares participants for an in-person assessment.
Virtual reality training
Participants will complete a virtual reality training over a two-week period that focuses on skills and knowledge related to the management of in-hospital cardiac arrest. This training prepares participants for an in-person assessment.

Locations

Country Name City State
Austria Medical University of Vienna Vienna

Sponsors (1)

Lead Sponsor Collaborator
Medical University of Vienna

Country where clinical trial is conducted

Austria, 

Outcome

Type Measure Description Time frame Safety issue
Primary Time to critical action Expert-based assessment of the difference in time (seconds) to the predefined primary critical action between randomized groups in video recordings of an in-person assessment simulation. evaluation within 4 weeks after study completion
Secondary Time to secondary critical action #1 Expert-based assessment of the difference in time (seconds) to the predefined secondary critical action #1 between randomized groups in video recordings of an in-person assessment simulation. evaluation within 4 weeks after study completion
Secondary Time to secondary critical action #2 Expert-based assessment of the difference in time (seconds) to the predefined secondary critical action #2 between randomized groups in video recordings of an in-person assessment simulation. evaluation within 4 weeks after study completion
Secondary Number of unrecognized causes of traumatic cardiac arrest Expert-based assessment of the difference in unrecognized underlying causes of traumatic cardiac arrest between randomized groups in video recordings of an in-person assessment simulation. evaluation within 4 weeks after study completion
Secondary Number of patients declared dead prematurely Expert-based assessment of the difference in the number of patients declared dead prematurely between the randomized groups in video recordings of an in-person assessment simulation. evaluation within 4 weeks after study completion
Secondary Number of protocol deviations Expert-based assessment of the difference in the frequency of protocol deviations between randomized groups in video recordings of an in-person assessment simulation. Protocol deviations are listed in the study protocol and reflect the recommendations of the guidelines on which the study is based. evaluation within 4 weeks after study completion
Secondary Gender-differences in learning outcomes Expert-based assessment of the difference in time (seconds) to the predefined primary critical action between randomized groups in video recordings of an in-person assessment simulation based on gender. evaluation within 4 weeks after study completion
Secondary Group difference in global cognitive load while performing the in-person assessment simulation Assessment of the difference in global cognitive load between randomized groups immediately following the in-person assessment simulation using the National Aeronautics and Space Administration (NASA) global task load index, which ranges from 0 to 100. Higher scores indicate greater cognitive load. evaluation within 4 weeks after study completion
Secondary Group difference in cognitive load (per objective) while performing the in-person assessment simulation Assessment of the difference in cognitive load (per objective) between randomized groups immediately following the in-person assessment simulation using the National Aeronautics and Space Administration (NASA) task load index, which ranges from 0 to 100.
Objectives are: (mental demand, physical demand, temporal demand, performance, effort, frustration). Higher scores indicate greater mental demand/higher physical demand/ higher temporal demand/worse performance/more effort/more frustration).
evaluation within 4 weeks after study completion
Secondary Gaze behavior during the in-person assessment simulation: dwell-time in areas of interest Assessment of differences (in seconds) in gaze behavior (dwell time in areas of interest) using Tobii Pro eye-tracking technology between randomized groups based on recordings of the in-person assessment simulation
The defined areas of interest for analysis are the manikin's head/airway, the manikin's thorax, the vital signs monitor, and the ventilator monitor.
evaluation within 4 weeks after study completion
Secondary Gaze behavior during the in-person assessment simulation: fixation count in areas of interest Assessment of differences in gaze behavior (fixation count in areas of interest) using Tobii Pro eye-tracking technology between randomized groups based on recordings of the in-person assessment simulation.
The defined areas of interest for analysis are the manikin's head/airway, the manikin's thorax, the vital signs monitor, and the ventilator monitor.
evaluation within 4 weeks after study completion
Secondary Gaze behavior during the in-person assessment simulation: average fixation duration in areas of interest Assessment of differences (in seconds) in gaze behavior (average fixation duration in areas of interest) using Tobii Pro eye-tracking technology between randomized groups based on recordings of the in-person assessment simulation
The defined areas of interest for analysis are the manikin's head/airway, the manikin's thorax, the vital signs monitor, and the ventilator monitor.
evaluation within 4 weeks after study completion
Secondary Gaze behavior during the in-person assessment simulation: time when no area of interest is illustrated Assessment of differences (in seconds) in gaze behavior (time when no area of interest is illustrated) using Tobii Pro eye-tracking technology between randomized groups based on recordings of the in-person assessment simulation
The defined areas of interst for analysis are the manikin's head/airway, the manikin's thorax, the vital signs monitor, and the ventilator monitor.
evaluation within 4 weeks after study completion
Secondary Participants' subjective impressions of their learning progress when using virtual reality/e-learning 5-point Likert scale
1 - not helpful at all; 2 - rather not helpful; 3 - neither helpful nor not helpful; 4 - rather helpful; 5 - very helpful
evaluation within 4 weeks after study completion
Secondary Participants' subjective impressions of their level of frustration when using virtual reality/e-learning 5-point Likert scale
1 - not frustrated at all; 2 - rather not frustrated; 3 - neither frustrated nor not frustrated; 4 - rather frustrated; 5 - very frustrated
evaluation within 4 weeks after study completion
Secondary Participants' subjective impression of their level of enjoyment when using virtual reality/e-learning 5-point Likert scale
1 - not enjoyed at all; 2 - rather not enjoyed; 3 - neither enjoyed nor not enjoyed; 4 - rather enjoyed; 5 - very enjoyed
evaluation within 4 weeks after study completion
Secondary Participants' subjective confidence in recognizing and providing initial care to polytraumatized patients in cardiac arrest in the in-person assessment simulation 5-point Likert scale
1 - not confident at all; 2 - rather not confident; 3 - neither confident nor not confident; 4 - rather confident; 5 - very confident
evaluation within 4 weeks after study completion
Secondary Participants' subjective overall performance in the simulation sessions 5-point Likert scale
1 - not good at all; 2 - rather not good; 3 - neither good nor not good; 4 - rather good; 5 - very good
evaluation within 4 weeks after study completion
Secondary Participants' overall performance in the simulation sessions from the expert's point of view 5-point Likert scale
1 - not good at all; 2 - rather not good; 3 - neither good nor not good; 4 - rather good; 5 - very good
evaluation within 4 weeks after study completion
Secondary The correlation between how often participants have played virtual reality video games in the past 12 months and the primary outcome Spearman correlation
Frequency of playing within the past 12 months: never; less than once a week; once per week; more than once per week; daily
evaluation within 4 weeks after study completion
Secondary The correlation between how often participants have played virtual reality video games between the ages of 6 and 18 and the primary outcome Spearman correlation
Frequency of playing at the age of 6 to 18: never; less than once a week; once per week; more than once per week; daily
evaluation within 4 weeks after study completion
Secondary The correlation between how often participants have played non-virtual-reality video games in the past 12 months and the primary outcome Spearman correlation
Frequency of playing within the past 12 months: never; less than once a week; once per week; more than once per week; daily
evaluation within 4 weeks after study completion
Secondary The correlation between how often participants have played non-virtual-reality video games between the ages of 6 and 18 and the primary outcome Spearman correlation
Frequency of playing at the age of 6 to 18: never; less than once a week; once per week; more than once per week; daily
evaluation within 4 weeks after study completion
Secondary Incidence rate of virtual reality related adverse events Incidence of nausea, vomiting, dizziness, headache, overexertion/fatigue of the eyes (discomfort, blurred vision), stumbling, falling, bumping into real world objects while using virtual reality evaluation within 4 weeks after study completion
Secondary System usability score for use of VR simulations System Usability Scale score from 1 to 100 points evaluation within 4 weeks after study completion
Secondary Adjective Rating Scale for the use of the virtual reality simulations 7-point Likert scale
1 - the worst thing you can imagine; 2 - terrible; 3 - poor; 4 - okay; 5 - good; 6 - excellent; 7 - the best thing you can imagine
evaluation within 4 weeks after study completion
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