Tinaztepe Universty
Izmir, Turkey (Türkiye)
NCT Number: NCT07167303
Introduction: This study investigates the effect of virtual reality (VR)-based training methods on the acquisition of cardiopulmonary resuscitation (CPR) skills and user attitudes within the framework of Kolb's Experiential Learning Model.
Methods: A randomized controlled trial was conducted between December 11, 2024, and August 11, 2025, with 60 nurses (30 in the experimental group and 30 in the control group) working in emergency and intensive care units. The experimental group practiced an interactive CPR scenario using VR headsets, while the control group received CPR training through traditional methods. Data were collected using a descriptive information form, a knowledge test, and the Virtual Reality Attitude Scale. The knowledge test, prepared in accordance with the American Heart Association (AHA) standards, was administered as a pre-test, post-test, and follow-up test two weeks later. Additionally, the VR Satisfaction Scale was applied to the experimental group.
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Notify Me18 year–85 year
All sexes
Interventional
Not applicable
Izmir, Turkey (Türkiye)
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Ability to use virtual reality (VR) glasses Being an emergency room nurse or an intensive care nurse
Exclusion criteria
Having difficulty in communication
Participants were first introduced to the VR simulator and briefed on the current scenario. Through the VR headset, nurses experienced the CPR scenario in real time in an interactive environment. Each nurse had sufficient time to practice the skill steps in the given scenario. Participants used the scenario-based VR CPR training game until they felt ready (approximately 30 minutes)
Nurses in the control group received traditional training in a hospital training room using an adult plastic CPR manikin
Time frame: Pre-test (baseline), Post-test (immediately after intervention), and Two-week follow-up.
The 18-question form assesses five different competency areas: Basic Life Support, Airway and Breathing, Chest Compressions, Automatic External Defibrillator Use, and Communication with Continuity of CPR. For each question, nurses selected either "True" or "False," with a correct answer receiving 1 point and an incorrect answer receiving 0 points. The highest score is 18, and the lowest is 0.A higher score indicates a higher level of knowledge.
Time frame: At baseline (pre-intervention), immediately post-intervention, and at 2 weeks follow-up
Possible scores range from 9 to 45, and there are no reverse items. A higher score indicates a stronger attitude toward virtual reality.
Ege University
Other
The Effect of Scenario-Based Gamified Virtual Reality Application on Nurses' Knowledge Level in Basic Life Support Practices: A Randomized Controlled Trial
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View the official ClinicalTrials.gov record (opens in a new tab)This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.
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