Evaluation of the Effectiveness of Using Virtual Reality Glasses in Prehospital Intervention Training for Crush Syndrome

Trial statusNot yet recruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age18+
SponsorEge University

About this trial

This research is a randomized controlled study designed to develop and evaluate the effectiveness of a video-based virtual reality (VR) simulation for prehospital intervention training of crush syndrome for paramedic students. The study aims to examine the impact of VR simulation on knowledge levels, satisfaction, and sense of presence among second-year first and emergency aid students at Muğla Sıtkı Koçman University.

Eligibility criteria

This trial accepts healthy volunteers

Qualifiers

None

Disqualifiers

None

Trial design

Design model

Parallel

Treatments tested in this trial

  • Virtual reality-based crush syndrome training

    Device

    A scenario-based three-dimensional virtual reality training program focusing on prehospital crush syndrome assessment and management.

  • Traditional theoretical lecture

    Other intervention

    Conventional theoretical classroom instruction on prehospital crush syndrome assessment and management.

Treatment groups

61 Participants
are divided into 2 treatment groups
Group A: Virtual reality-based crush syndrome trainingExperimental treatment 1 intervention
Group B: Traditional classroom-based theoretical lectureActive comparator 1 intervention

Trial outcomes

Primary outcomes

1

Prehospital crush syndrome knowledge level

The knowledge level of participants is measured using the full 'prehospital crush syndrome knowledge level scale'. The scale consists of 32 items covering four sub-dimensions: general knowledge (12 items), treatment (9 items), transport (6 items), and advanced knowledge (5 items). Each correct answer is scored as 1 point, while incorrect or 'no idea' answers are scored as 0. The total score ranges from a minimum of 0 to a maximum of 32. A higher total score indicates a better understanding and a higher knowledge level of prehospital crush syndrome management.

Time frame
Baseline (pre-test) and immediately after the training session (post-test).

Secondary outcomes

1

Educational satisfaction level

Participant satisfaction with the educational method (virtual reality or theoretical lecture) is measured using the 'education method satisfaction form'. This is a single-item numeric rating scale ranging from a minimum of 0 to a maximum of 10. A score of '0' indicates that the participant is not at all satisfied with the teaching method, while higher scores indicate increasing levels of satisfaction, with a score of '10' representing full satisfaction. Higher scores mean a better outcome.

Time frame
Immediately after completion of the training intervention.
2

Sense of presence in virtual environment

The sense of presence in the virtual reality environment is measured using the 'presence questionnaire'. This scale assesses various dimensions such as involvement, sensory fidelity, and adaptation. Each item is scored on a 5-point likert scale, ranging from a minimum of 1 to a maximum of 5. For instance, a score of '1' indicates no presence or very poor quality, while a score of '5' indicates a high level of presence or complete naturalness. A higher total score indicates a greater sense of presence and a more immersive virtual reality experience.

Time frame
Immediately after completion of the virtual reality training session
3

Technology usage level

Participants' orientation and interest towards technology are measured using the 'technology usage scale'. This scale consists of 13 items scored on a 5-point likert scale (1 = strongly disagree to 5 = strongly agree). The total score ranges from a minimum of 13 to a maximum of 65. A higher total score indicates a higher level of technology integration, interest, and adaptation to technological innovations in daily life.

Time frame
Baseline (pre-test)
4

Attitude toward virtual reality in education

Participants' attitudes toward using virtual reality for learning and professional development are measured using the 'virtual reality attitude scale'. The scale consists of 9 items scored on a 5-point likert scale (1 = strongly disagree to 5 = strongly agree). The total score ranges from a minimum of 9 to a maximum of 45. A higher total score indicates a more positive attitude and higher perceived usefulness regarding the integration of virtual reality into educational processes

Time frame
Immediately after completion of the training session

Other outcomes

Sponsors and contacts

Click on the lead sponsor to view all of their trials.

Ege University

Lead sponsor

Muğla Sıtkı Koçman University

Collaborator

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