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Virtual Reality Situation-Based Flipped Learning

Effectiveness of Virtual Reality Situation-Based Flipped Learning and Gamification on Nursing Students' Learning Attitudes, Problem-solving Abilities, and Empathetic Abilities

Status
Recruiting
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06223425
Acronym
VRFlipped
Enrollment
140
Registered
2024-01-25
Start date
2023-11-01
Completion date
2024-02-01
Last updated
2024-01-25

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

Conditions

Educational Problems, Problem;Learning

Brief summary

The integration of innovative educational approaches in nursing education has become increasingly crucial for enhancing learning outcomes. Among these approaches, virtual reality (VR)

Detailed description

Situation-Based Flipped Learning, and Gamification have gained attention as promising tools to engage nursing students and promote a deeper understanding of complex concepts. This study aims to investigate the effectiveness of combining these strategies in a virtual reality Situation-Based Flipped Learning environment with elements of Gamification on nursing students' learning attitudes, problem-solving abilities, and empathetic skills. By leveraging these technologies, educators seek to create an immersive and interactive learning experience that not only aligns with the demands of modern education but also addresses the unique challenges faced by nursing students in developing critical competencies. This research explores the potential impact of this integrated approach on nursing education, contributing valuable insights to the ongoing efforts to optimize teaching methodologies for future healthcare professionals.

Interventions

BEHAVIORALvirtual reality Situation-Based Flipped Learning

Situation-Based Flipped Learning, and Gamification have gained attention as promising tools to engage nursing students and promote a deeper understanding of complex concepts. This study aims to investigate the effectiveness of combining these strategies in a virtual reality Situation-Based Flipped Learning environment with elements of Gamification on nursing students' learning attitudes, problem-solving abilities, and empathetic skills.

Sponsors

Alexandria University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 30 Years
Healthy volunteers
Yes

Inclusion criteria

* willingness to participate

Exclusion criteria

* First-year academic students

Design outcomes

Primary

MeasureTime frameDescription
virtual reality Situation-Based Flipped Learningtwo monthsStudents who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of Problem-Solving Ability measured by the Problem-Solving Ability scale (a higher score of more than 90) than those in traditional learning strategies
virtual reality Based Gamificationtwo monthsstudents who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of empathic understanding level measured by the Empathetic ability scale ( a higher score of more than15) than those in traditional learning strategies

Countries

Egypt

Contacts

Primary Contactmohamed H atta
mohamed-hussein@alexu.edu.com+202026609088
Backup Contacteman H taha, professor
mohamed-hussein@alexu.edu.com+202026609088

Outcome results

None listed

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