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Effects of Virtual Reality Dementia Education on College Students' Knowledge and Attitudes

A Randomized Two-Group Pretest-Posttest Study of Virtual Reality-Based Dementia Education Among College Students

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07366073
Enrollment
129
Registered
2026-01-26
Start date
2024-06-11
Completion date
2025-02-14
Last updated
2026-01-26

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

Conditions

Dementia Education

Keywords

Virtual reality, Dementia education, College students, Attitudes toward dementia, Health education

Brief summary

Dementia is a growing public health concern, and improving knowledge and attitudes toward dementia is important for reducing stigma and promoting supportive care. Virtual reality (VR) has been increasingly used as an educational tool because it can provide immersive and engaging learning experiences. The purpose of this study is to examine the effects of different types of virtual reality-based dementia education on college students' knowledge of dementia and their attitudes toward people living with dementia. College students were randomly assigned to one of two educational approaches: a VR-360 experience based on real-life scenarios or a computer-generated VR (CG-VR) learning environment. Participants completed questionnaires assessing dementia-related knowledge and attitudes before and after the educational intervention. By comparing changes between the two groups, this study aims to determine whether different VR formats lead to different learning outcomes. The findings of this study may help inform the design of future dementia education programs using immersive technologies.

Detailed description

This study adopted a two-group randomized pretest-posttest design to evaluate the effectiveness of different virtual reality-based dementia education approaches. Participants were recruited from a university in central Taiwan and were randomly assigned to either a VR-360 group or a computer-generated VR (CG-VR) group using computer-generated random codes. Both interventions were designed to introduce key concepts related to dementia, including common warning signs, prevention strategies, and communication considerations when interacting with people living with dementia. The VR-360 intervention used immersive real-life video scenarios, whereas the CG-VR intervention used a virtual learning environment with interactive instructional content. Dementia-related knowledge and attitudes were assessed using standardized questionnaires before and after the intervention. Changes in outcomes were compared between groups to evaluate the differential effects of the two VR formats. This study was approved by the Institutional Review Board of Taichung Tzu Chi Hospital.

Interventions

OTHERVR-360 Dementia Education

An immersive virtual reality 360-degree educational program designed to improve dementia-related knowledge and attitudes through real-life video scenarios.

OTHERCG VR Dementia Education

A computer-generated virtual reality educational program designed to enhance dementia-related knowledge and attitudes using an interactive virtual learning environment.

Sponsors

Asia University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

Intervention model description

Participants were randomly assigned to one of two parallel groups and received a single type of virtual reality-based dementia education (VR-360 or computer-generated VR) throughout the study period.

Eligibility

Sex/Gender
ALL
Age
20 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

* Individuals aged 20 years and older. * College students who are able to participate in virtual reality-based teaching activities and complete questionnaire assessments. * Willingness to participate and provide written informed consent.

Exclusion criteria

* Individuals with visual or auditory impairments that may interfere with virtual reality use. * Individuals with abnormalities of the head or face that prevent wearing virtual reality equipment. * Individuals who are unable to adapt to virtual reality devices (e.g., experiencing severe motion sickness).

Design outcomes

Primary

MeasureTime frameDescription
Attitudes Toward DementiaBaseline (pre-intervention) and immediately after the interventionAttitudes toward dementia were measured using a self-administered questionnaire before and after the intervention.
Dementia KnowledgeBaseline (pre-intervention) and immediately after the interventionDementia-related knowledge was assessed using a structured questionnaire before and after the virtual reality-based educational intervention.

Countries

Taiwan

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Aug 2, 2026