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Traumatic Cardiac Arrest and Trauma SimVR Training

Enhancing Trauma Cardiopulmonary Resuscitation Simulation Training With the Use of Virtual Reality (Trauma SimVR): Protocol for a Randomized Controlled Trial

Status
Withdrawn
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06445764
Acronym
Trauma SimVR
Enrollment
0
Registered
2024-06-06
Start date
2025-09-01
Completion date
2026-12-31
Last updated
2025-09-26

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

Conditions

Virtual Reality, Heart Arrest

Keywords

in-hospital cardiac arrest, Education, Medical

Brief summary

The goal of this single-center, prospective, randomized, controlled trial is to evaluate the effectiveness of using virtual reality technology to provide learners with skills and knowledge in the management of traumatic cardiac arrest in first-year residents at the emergency department. The main question it aims to answer is: Does the use of virtual reality in the context of trauma cardiopulmonary resuscitation training result in shorter times to order/perform pre-defined critical actions? Participants will learn management skills for in-hospital traumatic cardiac arrest using either newly developed virtual reality software or e-learning focused on the same content.

Interventions

Participants will complete an e-learning course over a two-week period that focuses on skills and knowledge related to the management of in-hospital cardiac arrest. This course prepares participants for an in-person assessment.

OTHERVirtual reality training

Participants will complete a virtual reality training over a two-week period that focuses on skills and knowledge related to the management of in-hospital cardiac arrest. This training prepares participants for an in-person assessment.

Sponsors

Medical University of Vienna
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
SINGLE (Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
18 Years to 110 Years
Healthy volunteers
Yes

Inclusion criteria

* first-year residents at the emergency department * only people who do not need eyeglasses for using VR

Exclusion criteria

\- pre-disposition for cybersickness (motion sickness, pregnancy, pre-existing cybersickness)

Design outcomes

Primary

MeasureTime frameDescription
Time to critical actionevaluation within 4 weeks after study completionExpert-based assessment of the difference in time (seconds) to the predefined primary critical action between randomized groups in video recordings of an in-person assessment simulation.

Secondary

MeasureTime frameDescription
Time to secondary critical action #2evaluation within 4 weeks after study completionExpert-based assessment of the difference in time (seconds) to the predefined secondary critical action #2 between randomized groups in video recordings of an in-person assessment simulation.
Number of unrecognized causes of traumatic cardiac arrestevaluation within 4 weeks after study completionExpert-based assessment of the difference in unrecognized underlying causes of traumatic cardiac arrest between randomized groups in video recordings of an in-person assessment simulation.
Number of patients declared dead prematurelyevaluation within 4 weeks after study completionExpert-based assessment of the difference in the number of patients declared dead prematurely between the randomized groups in video recordings of an in-person assessment simulation.
Number of protocol deviationsevaluation within 4 weeks after study completionExpert-based assessment of the difference in the frequency of protocol deviations between randomized groups in video recordings of an in-person assessment simulation. Protocol deviations are listed in the study protocol and reflect the recommendations of the guidelines on which the study is based.
Gender-differences in learning outcomesevaluation within 4 weeks after study completionExpert-based assessment of the difference in time (seconds) to the predefined primary critical action between randomized groups in video recordings of an in-person assessment simulation based on gender.
Group difference in global cognitive load while performing the in-person assessment simulationevaluation within 4 weeks after study completionAssessment of the difference in global cognitive load between randomized groups immediately following the in-person assessment simulation using the National Aeronautics and Space Administration (NASA) global task load index, which ranges from 0 to 100. Higher scores indicate greater cognitive load.
Group difference in cognitive load (per objective) while performing the in-person assessment simulationevaluation within 4 weeks after study completionAssessment of the difference in cognitive load (per objective) between randomized groups immediately following the in-person assessment simulation using the National Aeronautics and Space Administration (NASA) task load index, which ranges from 0 to 100. Objectives are: (mental demand, physical demand, temporal demand, performance, effort, frustration). Higher scores indicate greater mental demand/higher physical demand/ higher temporal demand/worse performance/more effort/more frustration).
Gaze behavior during the in-person assessment simulation: dwell-time in areas of interestevaluation within 4 weeks after study completionAssessment of differences (in seconds) in gaze behavior (dwell time in areas of interest) using Tobii Pro eye-tracking technology between randomized groups based on recordings of the in-person assessment simulation The defined areas of interest for analysis are the manikin's head/airway, the manikin's thorax, the vital signs monitor, and the ventilator monitor.
Gaze behavior during the in-person assessment simulation: fixation count in areas of interestevaluation within 4 weeks after study completionAssessment of differences in gaze behavior (fixation count in areas of interest) using Tobii Pro eye-tracking technology between randomized groups based on recordings of the in-person assessment simulation. The defined areas of interest for analysis are the manikin's head/airway, the manikin's thorax, the vital signs monitor, and the ventilator monitor.
Gaze behavior during the in-person assessment simulation: average fixation duration in areas of interestevaluation within 4 weeks after study completionAssessment of differences (in seconds) in gaze behavior (average fixation duration in areas of interest) using Tobii Pro eye-tracking technology between randomized groups based on recordings of the in-person assessment simulation The defined areas of interest for analysis are the manikin's head/airway, the manikin's thorax, the vital signs monitor, and the ventilator monitor.
Gaze behavior during the in-person assessment simulation: time when no area of interest is illustratedevaluation within 4 weeks after study completionAssessment of differences (in seconds) in gaze behavior (time when no area of interest is illustrated) using Tobii Pro eye-tracking technology between randomized groups based on recordings of the in-person assessment simulation The defined areas of interst for analysis are the manikin's head/airway, the manikin's thorax, the vital signs monitor, and the ventilator monitor.
Participants' subjective impressions of their learning progress when using virtual reality/e-learningevaluation within 4 weeks after study completion5-point Likert scale 1 - not helpful at all; 2 - rather not helpful; 3 - neither helpful nor not helpful; 4 - rather helpful; 5 - very helpful
Time to secondary critical action #1evaluation within 4 weeks after study completionExpert-based assessment of the difference in time (seconds) to the predefined secondary critical action #1 between randomized groups in video recordings of an in-person assessment simulation.
Participants' subjective impression of their level of enjoyment when using virtual reality/e-learningevaluation within 4 weeks after study completion5-point Likert scale 1 - not enjoyed at all; 2 - rather not enjoyed; 3 - neither enjoyed nor not enjoyed; 4 - rather enjoyed; 5 - very enjoyed
Participants' subjective confidence in recognizing and providing initial care to polytraumatized patients in cardiac arrest in the in-person assessment simulationevaluation within 4 weeks after study completion5-point Likert scale 1 - not confident at all; 2 - rather not confident; 3 - neither confident nor not confident; 4 - rather confident; 5 - very confident
Participants' subjective overall performance in the simulation sessionsevaluation within 4 weeks after study completion5-point Likert scale 1 - not good at all; 2 - rather not good; 3 - neither good nor not good; 4 - rather good; 5 - very good
Participants' overall performance in the simulation sessions from the expert's point of viewevaluation within 4 weeks after study completion5-point Likert scale 1 - not good at all; 2 - rather not good; 3 - neither good nor not good; 4 - rather good; 5 - very good
The correlation between how often participants have played virtual reality video games in the past 12 months and the primary outcomeevaluation within 4 weeks after study completionSpearman correlation Frequency of playing within the past 12 months: never; less than once a week; once per week; more than once per week; daily
The correlation between how often participants have played virtual reality video games between the ages of 6 and 18 and the primary outcomeevaluation within 4 weeks after study completionSpearman correlation Frequency of playing at the age of 6 to 18: never; less than once a week; once per week; more than once per week; daily
The correlation between how often participants have played non-virtual-reality video games in the past 12 months and the primary outcomeevaluation within 4 weeks after study completionSpearman correlation Frequency of playing within the past 12 months: never; less than once a week; once per week; more than once per week; daily
The correlation between how often participants have played non-virtual-reality video games between the ages of 6 and 18 and the primary outcomeevaluation within 4 weeks after study completionSpearman correlation Frequency of playing at the age of 6 to 18: never; less than once a week; once per week; more than once per week; daily
Incidence rate of virtual reality related adverse eventsevaluation within 4 weeks after study completionIncidence of nausea, vomiting, dizziness, headache, overexertion/fatigue of the eyes (discomfort, blurred vision), stumbling, falling, bumping into real world objects while using virtual reality
System usability score for use of VR simulationsevaluation within 4 weeks after study completionSystem Usability Scale score from 1 to 100 points
Adjective Rating Scale for the use of the virtual reality simulationsevaluation within 4 weeks after study completion7-point Likert scale 1 - the worst thing you can imagine; 2 - terrible; 3 - poor; 4 - okay; 5 - good; 6 - excellent; 7 - the best thing you can imagine
Participants' subjective impressions of their level of frustration when using virtual reality/e-learningevaluation within 4 weeks after study completion5-point Likert scale 1 - not frustrated at all; 2 - rather not frustrated; 3 - neither frustrated nor not frustrated; 4 - rather frustrated; 5 - very frustrated

Countries

Austria

Outcome results

None listed

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