[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100635889":3},{"organization":4,"outcomesModule":7,"designInfo":29,"detailedDescription":38,"studyPopulation":28,"armGroups":39,"interventions":52,"overallOfficials":28,"centralContacts":61,"locations":67,"responsibleParty":87,"collaborators":28,"id":91,"slug":92,"hasResults":93,"nctId":94,"briefTitle":95,"officialTitle":96,"acronym":97,"eligibilityCriteria":98,"healthyVolunteers":99,"sex":100,"minAge":101,"maxAge":28,"enrollmentInfo":102,"targetDuration":28,"studyType":105,"phases":106,"briefSummary":108,"conditions":109,"keywords":112,"overallStatus":83,"whyStopped":28,"lastUpdateSubmitDate":117,"lastUpdatePostDateStruct":118,"startDateStruct":121,"completionDateStruct":123,"leadSponsor":125,"locationsCount":126},{"fullName":5,"class":6},"University of Kyrenia","OTHER",{"primaryOutcomes":8,"secondaryOutcomes":13,"otherOutcomes":28},[9],{"measure":10,"description":11,"timeFrame":12},"Post-test knowledge score","Knowledge assessment combining multiple-choice questions (MCQ) and a visual labeling task scored on a 0-30 scale; higher scores indicate better knowledge acquisition.","Immediately after intervention (same day)",[14,18,22,25],{"measure":15,"description":16,"timeFrame":17},"Retention test score","Delayed knowledge retention assessment using MCQ plus visual labeling, identical format to post-test; 0-30 scale.","2-4 weeks after intervention",{"measure":19,"description":20,"timeFrame":21},"Learning satisfaction score","Participant-reported learning satisfaction using a 15-item Likert-type questionnaire; total score 15-75 where higher scores indicate greater satisfaction","Immediately after intervention",{"measure":23,"description":24,"timeFrame":21},"Cognitive load score","Self-reported subjective cognitive load on a 0-10 scale (0 = no load, 10 = maximum load).",{"measure":26,"description":27,"timeFrame":21},"VR-related side effects","Ordinal assessment of dizziness, nausea, and eye strain, each rated 0 (none) to 3 (severe).",null,{"allocation":30,"interventionModel":31,"interventionModelDescription":32,"primaryPurpose":6,"observationalModel":28,"timePerspective":28,"maskingInfo":33},"RANDOMIZED","PARALLEL","Two parallel arms: PSVR2-based VR anatomy vs. classical anatomy teaching, allocated 1:1",{"masking":34,"maskingDescription":35,"whoMasked":36},"SINGLE","Outcome assessors scoring the post-test and retention test were blinded to group allocation.",[37],"INVESTIGATOR","This prospective, two-arm parallel randomized controlled educational study evaluates whether PlayStation VR2-based immersive virtual reality improves wrist anatomy knowledge acquisition and retention compared to classical anatomy teaching in first-year medical students.\n\nBackground: Carpal anatomy presents significant spatial complexity, making it one of the most challenging regions for early medical students. Three-dimensional visualization tools have shown promise in anatomy education; however, no study has evaluated consumer-grade immersive VR (PlayStation VR2) as a standalone teaching intervention in this domain.\n\nStudy Design: Participants are randomized 1:1 via computer-generated allocation to either the VR Group or the Classical Group. Randomization is performed centrally prior to the educational session.\n\nInterventions:\n\nVR Group: 30-35 minute wrist anatomy module delivered via PlayStation 5 console and PlayStation VR2 headset, allowing interactive 3D exploration of carpal bones and surrounding structures.\n\nClassical Group: 30-35 minute standardized faculty-led anatomy session using lecture slides, anatomical atlas, and 3D bone models.\n\nAssessments:\n\nPre-test (10 MCQ, 0-10): Administered before intervention to assess baseline knowledge; used as covariate in ANCOVA.\n\nPost-test (30 points: 20 MCQ + 10-point visual labeling): Administered immediately after intervention.\n\nRetention test (same format as post-test): Administered 2-4 weeks after intervention.\n\nLearning satisfaction questionnaire (15-item Likert scale, researcher-developed): Administered post-session.\n\nCognitive load scale (3 items, 0-10 NRS): Administered post-session. VR Side Effect Screening (VR group only): Dizziness, nausea, eye strain, discomfort - 4-level ordinal scale.\n\nStatistical Analysis: Primary analysis will use ANCOVA with post-test score as the dependent variable, group as the fixed factor, and pre-test score as the covariate. Independent samples t-test or Mann-Whitney U will be used for secondary continuous outcomes. Statistical significance is set at α=0.05 (two-tailed). All analyses will follow intention-to-treat principles.",[40,46],{"label":41,"type":42,"description":43,"interventionNames":44},"VR Group","EXPERIMENTAL","30-35-minute wrist anatomy education delivered via PlayStation 5 console with PlayStation VR2 headset using an immersive interactive wrist anatomy module.",[45],"Other: VR-based virtual reality anatomy module",{"label":47,"type":48,"description":49,"interventionNames":50},"Classical Group","ACTIVE_COMPARATOR","30-35-minute faculty-led standard anatomy education covering wrist anatomy using didactic lecture, printed anatomical atlas, and a 3D anatomical model.",[51],"Other: Standard classroom anatomy lecture",[53,57],{"type":6,"name":54,"description":55,"armGroupLabels":56,"otherNames":28},"VR-based virtual reality anatomy module","Immersive interactive wrist anatomy education delivered on PlayStation 5 with PlayStation VR2 headset; 30-35 minutes.",[41],{"type":6,"name":58,"description":59,"armGroupLabels":60,"otherNames":28},"Standard classroom anatomy lecture","Faculty-led didactic anatomy lecture on wrist anatomy using printed atlas and 3D anatomical model; 30-35 minutes.",[47],[62],{"name":63,"role":64,"phone":65,"phoneExt":28,"email":66},"Utku Gurhan, md","CONTACT","+905391126898","utkugrhn@gmail.com",[68,82],{"facility":69,"status":70,"city":71,"state":72,"zip":73,"country":74,"countryCode":75,"cosmosGeoPoint":76,"geoPoint":81,"contacts":28},"Dr. Suat Gunsel University of Kyrenia Hospital","COMPLETED","Kyrenia","Keryneia","60000","Cyprus","CY",{"type":77,"coordinates":78},"Point",[79,80],33.31729,35.33634,{"lat":80,"lon":79},{"facility":69,"status":83,"city":71,"state":28,"zip":28,"country":74,"countryCode":75,"cosmosGeoPoint":84,"geoPoint":86,"contacts":28},"RECRUITING",{"type":77,"coordinates":85},[79,80],{"lat":80,"lon":79},{"type":88,"investigatorFullName":89,"investigatorTitle":90,"investigatorAffiliation":5,"oldNameTitle":28,"oldOrganization":28},"PRINCIPAL_INVESTIGATOR","Utku Gürhan","Orthopedic Surgeon, Principal Investigator","100635889","vr-vs-classical-anatomy-teaching-100635889",false,"NCT07558551","VR vs Classical Anatomy Teaching","Comparison of PlayStation VR2-Based Virtual Reality vs. Classical Method in Teaching Wrist Anatomy: A Randomized Controlled Study","VrISt","Inclusion Criteria:\n\n* First-year medical student at Kyrenia University\n* Age ≥ 18 years\n* Voluntary participation\n* Signed written informed consent\n\nExclusion Criteria:\n\n* First-year medical student at Kyrenia University\n* Age ≥ 18 years\n* Voluntary participation\n* Signed written informed consent",true,"ALL","18 Years",{"count":103,"type":104},80,"ESTIMATED","INTERVENTIONAL",[107],"NA","This is a prospective, single-center, randomized controlled educational trial comparing the effectiveness of PlayStation VR2-based immersive virtual reality (VR) anatomy teaching versus classical (lecture\u002Fatlas\u002F3D-model) teaching for wrist anatomy among first-year medical students at Kyrenia University Dr. Suat Gunsel Hospital. Eighty healthy adult students will be randomized 1:1 into a VR Group (30-35-minute PSVR2 wrist anatomy module delivered on PlayStation 5) or a Classical Group (30-35-minute faculty-led standard anatomy education using lecture, atlas, and 3D anatomical models). The primary outcome is immediate post-test knowledge score (multiple-choice questions plus visual labeling; 0-30 scale). Secondary outcomes include a 2-4-week retention test, Likert-type learning satisfaction (15-75), cognitive load (0-10), and incidence and severity of VR-related side effects (dizziness, nausea, eye strain; 0-3 ordinal). Outcome assessors are blinded to allocation. The study aims to evaluate whether immersive VR is non-inferior or superior to classical teaching for initial acquisition and short-term retention of wrist anatomy knowledge, while characterizing tolerability of consumer-grade VR in an educational setting.",[110,111],"Medical Education","Anatomy Education",[113,114,115,116],"virtual reality","anatomy education","medical students","wrist anatomy","2026-05-20",{"date":119,"type":120},"2026-05-26","ACTUAL",{"date":122,"type":120},"2026-05-15",{"date":124,"type":104},"2026-08",{"name":5,"class":6},2]