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Virtual Reality Instructional Design in Orthopedic Physical Therapy Education

Virtual Reality Instructional Design in Orthopedic Physical Therapy Education: A Randomized Controlled Trial Comparing the Effects of Virtual Reality With Role-Playing Learning

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04754568
Enrollment
59
Registered
2021-02-15
Start date
2020-01-01
Completion date
2021-08-01
Last updated
2021-09-21

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Virtual Reality

Brief summary

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.

Detailed description

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).

Interventions

OTHERVirtual reality instructional design

60 minute immersive VR experience with branching method information delivery, physical therapy assessment, and diagnosis.

OTHERRole-playing instructional design

60 minute traditional role-playing with standardized patient

Sponsors

Shenandoah University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
HEALTH_SERVICES_RESEARCH
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
22 Years to No maximum
Healthy volunteers
No

Inclusion criteria

* Students enrolled in their first year of physical therapy school at SU

Exclusion criteria

* Students enrolled in their second or third year of physical therapy school at SU

Design outcomes

Primary

MeasureTime frameDescription
Change in clinical decision-makingpre- 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.

Secondary

MeasureTime frameDescription
Change in metacognitive awarenesspre 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.
Self-reported measure of engagementPost-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.
Objective Structured Clinical Examination (OSCE)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.

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026