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Virtual Reality Application in Basic Life Support Practices

The Effect of Scenario-Based Gamified Virtual Reality Application on Nurses' Knowledge Level in Basic Life Support Practices: A Randomized Controlled Trial

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07167303
Enrollment
60
Registered
2025-09-11
Start date
2024-12-11
Completion date
2025-08-11
Last updated
2025-09-11

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

Conditions

Cardiopulmonary Resuscitation (CPR), Nursing Education Research, Randomized Controlled Trial, Virtual Reality

Brief summary

Introduction: This study investigates the effect of virtual reality (VR)-based training methods on the acquisition of cardiopulmonary resuscitation (CPR) skills and user attitudes within the framework of Kolb's Experiential Learning Model. Methods: A randomized controlled trial was conducted between December 11, 2024, and August 11, 2025, with 60 nurses (30 in the experimental group and 30 in the control group) working in emergency and intensive care units. The experimental group practiced an interactive CPR scenario using VR headsets, while the control group received CPR training through traditional methods. Data were collected using a descriptive information form, a knowledge test, and the Virtual Reality Attitude Scale. The knowledge test, prepared in accordance with the American Heart Association (AHA) standards, was administered as a pre-test, post-test, and follow-up test two weeks later. Additionally, the VR Satisfaction Scale was applied to the experimental group.

Interventions

OTHERVR Training)

Participants were first introduced to the VR simulator and briefed on the current scenario. Through the VR headset, nurses experienced the CPR scenario in real time in an interactive environment. Each nurse had sufficient time to practice the skill steps in the given scenario. Participants used the scenario-based VR CPR training game until they felt ready (approximately 30 minutes)

OTHERTraditional Training

Nurses in the control group received traditional training in a hospital training room using an adult plastic CPR manikin

Sponsors

Ege University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 85 Years
Healthy volunteers
Yes

Inclusion criteria

Ability to use virtual reality (VR) glasses Being an emergency room nurse or an intensive care nurse

Exclusion criteria

Having difficulty in communication

Design outcomes

Primary

MeasureTime frameDescription
Primary Outcome Measure Change in knowledge scores on Basic Life Support - Description: Knowledge level will be assessed using a BLS knowledge test prepared in accordance with American Heart Association standards. Sub-dimensions include AirwaPre-test (baseline), Post-test (immediately after intervention), and Two-week follow-up.The 18-question form assesses five different competency areas: Basic Life Support, Airway and Breathing, Chest Compressions, Automatic External Defibrillator Use, and Communication with Continuity of CPR. For each question, nurses selected either True or False, with a correct answer receiving 1 point and an incorrect answer receiving 0 points. The highest score is 18, and the lowest is 0.A higher score indicates a higher level of knowledge.

Secondary

MeasureTime frameDescription
Secondary Outcomes Virtual Reality Attitude Scale - Measurement of participants' attitudes toward VR-based training. - Correlation between VR attitude scores and knowledge test scores (e.g., post-test and pre-post difference scores).At baseline (pre-intervention), immediately post-intervention, and at 2 weeks follow-up1\. Virtual Reality Attitude Scale * Measurement of participants' attitudes toward VR-based training. * Correlation between Virtual Reality Attitude Scale attitude scores and knowledge test scores (e.g., post-test and pre-post difference scores). Possible scores range from 9 to 45, and there are no reverse items. A higher score indicates a stronger attitude toward virtual reality.

Countries

Turkey (Türkiye)

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jul 8, 2026