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Using 360-Degree Interactive Video for Bleeding First Aid in Nursing Education: Effects on Knowledge, Self-Efficacy, and Learning Experience

360 Derece Etkileşimli Video Teknolojisinin Hemşirelik Eğitiminde Kullanımı: Bir Karma Yöntem Araştırması

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07773844
Enrollment
152
Registered
2026-08-19
Start date
2022-05-10
Completion date
2022-08-02
Last updated
2026-08-21

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

Conditions

First Aid, Hemorrhage, Nursing Education, Self Efficacy, Virtual Reality

Brief summary

The goal of this clinical trial is to learn if a 360-degree interactive virtual reality (VR) video simulation works to improve first aid knowledge, knowledge retention, and self-efficacy in stopping severe bleeding among first-year undergraduate nursing students. The main questions the study aims to answer are: * Does experiencing the interactive VR video simulation increase students' knowledge of bleeding first aid? * Does the VR video simulation increase students' long-term retention of first aid knowledge? * Does the VR video simulation improve students' self-efficacy in bleeding first aid? Researchers compared four groups using a Solomon four-group design to evaluate the effectiveness of the VR simulation, while also testing whether taking a pre-test affected the final outcomes. Participants: * Completed an introductory survey and possibly a baseline test measuring first aid knowledge and self-efficacy. * Attended a 1-hour standard classroom lecture about first aid for bleeding. * (Intervention groups only) Completed a 5-minute interactive 360-degree video simulation of a severe bleeding emergency using an Oculus Quest 2 VR headset, which required answering 7 clinical decision-making questions. * Completed follow-up tests 4 weeks and 8 weeks after the training to measure their bleeding first aid knowledge and self-efficacy.

Interventions

OTHER360-degree VR video simulation

A 5-minute interactive 360-degree video simulation of a severe bleeding emergency using an Oculus Quest 2 VR headset, which requires answering 7 clinical decision-making questions

Sponsors

Manisa Celal Bayar University
Lead SponsorOTHER
Aliye Üster Foundation
CollaboratorUNKNOWN

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
DOUBLE (Subject, Investigator)

Intervention model description

This study utilizes a Solomon four-group design to isolate the educational effects of the interactive 360-degree VR video simulation while systematically controlling for pre-test sensitization. Participants are randomly assigned to one of four parallel groups with different pre-testing and intervention conditions: Intervention Group 1 (Pre-tested): Receives the pre-test, standard classroom instruction (lecture), the 360-degree VR video simulation, the post-test (at 4 weeks), and the retention test (at 8 weeks) Intervention Group 2 (Unpre-tested): Receives standard classroom instruction, the 360-degree VR video simulation, the post-test, and the retention test without undergoing a pre-test Control Group 1 (Pre-tested): Receives the pre-test, standard classroom instruction, the post-test, and the retention test Control Group 2 (Unpre-tested): Receives standard classroom instruction, the post-test, and the retention test without undergoing a pre-test

Eligibility

Sex/Gender
ALL
Healthy volunteers
Yes

Inclusion criteria

* Being a volunteer participant * Being a first-year nursing student enrolled at Ege University Faculty of Nursing during the 2021-2022 academic year. * Having successfully completed the "First Aid Module" (First Aid Course) within the current curriculum

Exclusion criteria

* Having any pre-existing health or visual conditions that prevent the safe use of virtual reality (VR) equipment (such as active epilepsy, severe uncorrected visual impairment, or pre-existing psychiatric disorders). * Requesting to withdraw from the study or refusing to participate at any stage of the research

Design outcomes

Primary

MeasureTime frameDescription
Bleeding First Aid KnowledgeBaseline (Pre-test), 4 weeks post-intervention (Post-test), and 8 weeks post-intervention (Retention test)Assessed using the "First Aid for Bleeding Knowledge Test" developed and validated by the researchers. This is a 20-item multiple-choice test designed to measure cognitive learning. Correct answers are scored as 1 and incorrect answers as 0. The total score ranges from 0 to 20, with higher scores indicating higher levels of bleeding first aid knowledge.
Bleeding First Aid Self-EfficacyBaseline (Pre-test) and 4 weeks post-intervention (Post-test)Assessed using the "First Aid for Bleeding Self-Efficacy Scale" developed and validated by the researchers. This is a 19-item, five-point Likert-type scale (ranging from 1=completely insufficient to 5=completely sufficient) that measures students' perceived competence in managing bleeding situations. The total score ranges from 19 to 95, with higher scores reflecting greater clinical self-efficacy.

Secondary

MeasureTime frameDescription
Perception of Simulation DesignImmediately after the virtual reality simulation sessionAssessed using the 20-item Simulation Design Scale (adapted into Turkish by Unver et al., 2017) only for the intervention groups. The scale evaluates five key elements of simulation design: objectives/information, student support, problem-solving, guided reflection/feedback, and fidelity. Items are rated on a five-point Likert scale (1=strongly disagree to 5=strongly agree). The overall score ranges from 20 to 100, where higher scores reflect a stronger presence of effective simulation design components.
Student Satisfaction and Self-Confidence in LearningImmediately after the virtual reality simulation sessionAssessed using the 12-item Student Satisfaction and Self-Confidence in Learning Scale (adapted into Turkish by Unver et al., 2017). It includes two subscales: satisfaction with current learning (5 items) and self-confidence in learning (7 items). Items are rated on a five-point Likert scale (1=strongly disagree to 5=strongly agree). The total score ranges from 12 to 60, with higher scores indicating greater learning satisfaction and self-confidence.
Video Engagement and ImmersionImmediately after the virtual reality simulation sessionAssessed using the 15-item Video Engagement Scale (adapted into Turkish by Deryakulu et al., 2019) to measure the student's emotional and cognitive immersion. It consists of five subscales (attention, going into a narrative world, identity, empathy, and emotion) rated on a seven-point Likert scale (1=strongly disagree to 7=strongly agree). The total score ranges from 15 to 105, with higher scores indicating stronger engagement with the VR environment.
Occurrence of Cybersickness / Simulation Side EffectsDuring and up to 15 minutes immediately following the virtual reality experienceAssessed using a structured Researcher Observation Form to track any simulator-related physical discomfort (such as dizziness, nausea, headache, or neck pain) experienced by participants during or immediately after the VR headset experience. Side effects are recorded categorically as present/absent and graded by severity (none, mild, moderate).

Countries

Turkey (Türkiye)

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Aug 22, 2026