Skip to content

Immersive Virtual Reality Training for Phlebotomy Skills in Nursing Students

The Effect of Immersive VR Phlebotomy on Nursing Students Self-efficacy, Anxiety and Clinical Performance: Randomize Clinical Trial

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07673224
Enrollment
60
Registered
2026-06-29
Start date
2026-04-15
Completion date
2026-05-24
Last updated
2026-06-29

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

Conditions

Immersive Virtual Reality, Nursing Education, Part-Task Trainer Simulation, Phlebotomy

Brief summary

This randomized controlled trial aims to evaluate the effect of immersive virtual reality (VR) training on nursing students' learning outcomes in phlebotomy skills. The study compares immersive VR-based simulation with traditional task trainer-based simulation. A total sample of undergraduate nursing students is randomly assigned to either the experimental group (VR training) or the control group (task trainer training). The intervention focuses on improving self-efficacy, reducing anxiety, and enhancing clinical performance in venipuncture skills. Outcomes are measured at three time points: pre-test, immediate post-test, and follow-up. Self-efficacy, anxiety, and clinical performance are assessed using validated scales. The study seeks to determine whether immersive VR provides a more effective and engaging learning experience compared to conventional simulation methods in nursing education.

Interventions

Immersive VR-based phlebotomy training simulation designed to improve self-efficacy, reduce anxiety, and enhance clinical performance.

BEHAVIORALPart-Task Trainer Simulation Training

Traditional phlebotomy training using a part-task trainer arm simulation.

Sponsors

Al-Quds University
Lead SponsorOTHER

Study design

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

Eligibility

Sex/Gender
ALL
Age
18 Years to 22 Years
Healthy volunteers
Yes

Inclusion criteria

Second-year nursing students who enrolled in the Adult Health Nursing I course, had no prior clinical experience in venipuncture, and were willing to participate in the study. Additional inclusion criteria included the ability to attend training sessions using both immersive virtual reality (VR) and a part-task trainer simulation and commitment to completing all training and assessment sessions. Written informed consent was obtained from all participants before enrollment.

Exclusion criteria

if they had previous advanced or extensive practical experience in venipuncture or had participated in external training programs related to the same skill. Additional

Design outcomes

Primary

MeasureTime frameDescription
Self-efficacyBaseline, immediately post-intervention, and two-week follow-upMeasured using a validated self-efficacy scale for clinical skills.
Clinical performanceBaseline, immediately post-intervention, and two-week follow-upAssessed using a structured checklist evaluating steps of the phlebotomy procedure.

Secondary

MeasureTime frameDescription
Anxiety related to phlebotomy skillBaseline, immediately post-intervention, and at the 2-week follow-up.State-Trait Anxiety Inventory (STAI-S) - State version (STAI-S)

Countries

Palestinian Territories

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jun 30, 2026