Shenandoah University
Winchester, Virginia, 22601, United States
NCT Number: NCT04754568
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.
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Notify Me22 year and older
All sexes
Interventional
Not applicable
Winchester, Virginia, 22601, United States
An online random number generator will be used to randomize students into one of two groups: virtual reality instruction or role-paying instruction. All students will complete self-reported measures of clinical decision-making and metacognitive awareness prior to receiving their allocated instruction. While completing allocated instruction (either virtual reality or role-playing), measures of diagnostic accuracy and diagnostic efficiency will be collected. Following virtual reality or role-playing instruction, all included subjects will complete post-test measures of clinical decision-making ,metacognitive awareness, and engagement. One week later, all included subjects will be assessed on a musculoskeletal objective structured clinical examination (mOSCE).
Healthy volunteers accepted: No
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
60 minute immersive VR experience with branching method information delivery, physical therapy assessment, and diagnosis.
60 minute traditional role-playing with standardized patient
Time frame: pre- and post-instructional design (immediately after completing virtual reality or role-playing)
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.
Time frame: pre and post-instructional design (immediately after completing virtual reality or role-playing)
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.
Time frame: Post-instruction (immediately after completing either virtual reality or role-playing experience)
Six-item, five-point Likert-style instrument. A higher raw score indicates greater level of student engagement.
Time frame: 1 week following allocated instruction (either virtual reality or role-playing)
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.
Shenandoah University
Other
Virtual Reality Instructional Design in Orthopedic Physical Therapy Education: A Randomized Controlled Trial Comparing the Effects of Virtual Reality With Role-Playing Learning
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