Menu
Recruiting NCT07558551

VR vs Classical Anatomy Teaching

No phase Interventional Medical Education Anatomy Education

For patients and families

In plain language

An automatic summary of structured registry data. It is an orientation aid, not a substitute for the official protocol or a physician assessment.

What is being studied
The protocol lists: VR-based virtual reality anatomy module, Standard classroom anatomy lecture.
Who it may be relevant to
Registry conditions: Medical Education, Anatomy Education. Basic parameters: from 18 years · All.
What needs checking
Age, condition and sex are only basic indicators. Prior treatment, laboratory values and other mandatory requirements appear in the eligibility criteria below.
Where it takes place
Cyprus
Next step
Save the trial, show it to the treating physician, and confirm current recruitment with the study center. Costs, documents and travel →
Official title

Comparison of PlayStation VR2-Based Virtual Reality vs. Classical Method in Teaching Wrist Anatomy: A Randomized Controlled Study

Overview

This is a prospective, single-center, randomized controlled educational trial comparing the effectiveness of PlayStation VR2-based immersive virtual reality (VR) anatomy teaching versus classical (lecture/atlas/3D-model) teaching for wrist anatomy among first-year medical students at Kyrenia University Dr. Suat Gunsel Hospital. Eighty healthy adult students will be randomized 1:1 into a VR Group (30-35-minute PSVR2 wrist anatomy module delivered on PlayStation 5) or a Classical Group (30-35-minute faculty-led standard anatomy education using lecture, atlas, and 3D anatomical models). The primary outcome is immediate post-test knowledge score (multiple-choice questions plus visual labeling; 0-30 scale). Secondary outcomes include a 2-4-week retention test, Likert-type learning satisfaction (15-75), cognitive load (0-10), and incidence and severity of VR-related side effects (dizziness, nausea, eye strain; 0-3 ordinal). Outcome assessors are blinded to allocation. The study aims to evaluate whether immersive VR is non-inferior or superior to classical teaching for initial acquisition and short-term retention of wrist anatomy knowledge, while characterizing tolerability of consumer-grade VR in an educational setting.

Detailed description

This prospective, two-arm parallel randomized controlled educational study evaluates whether PlayStation VR2-based immersive virtual reality improves wrist anatomy knowledge acquisition and retention compared to classical anatomy teaching in first-year medical students.

Background: Carpal anatomy presents significant spatial complexity, making it one of the most challenging regions for early medical students. Three-dimensional visualization tools have shown promise in anatomy education; however, no study has evaluated consumer-grade immersive VR (PlayStation VR2) as a standalone teaching intervention in this domain.

Study Design: Participants are randomized 1:1 via computer-generated allocation to either the VR Group or the Classical Group. Randomization is performed centrally prior to the educational session.

Interventions:

VR Group: 30-35 minute wrist anatomy module delivered via PlayStation 5 console and PlayStation VR2 headset, allowing interactive 3D exploration of carpal bones and surrounding structures.

Classical Group: 30-35 minute standardized faculty-led anatomy session using lecture slides, anatomical atlas, and 3D bone models.

Assessments:

Pre-test (10 MCQ, 0-10): Administered before intervention to assess baseline knowledge; used as covariate in ANCOVA.

Post-test (30 points: 20 MCQ + 10-point visual labeling): Administered immediately after intervention.

Retention test (same format as post-test): Administered 2-4 weeks after intervention.

Learning satisfaction questionnaire (15-item Likert scale, researcher-developed): Administered post-session.

Cognitive load scale (3 items, 0-10 NRS): Administered post-session. VR Side Effect Screening (VR group only): Dizziness, nausea, eye strain, discomfort - 4-level ordinal scale.

Statistical Analysis: Primary analysis will use ANCOVA with post-test score as the dependent variable, group as the fixed factor, and pre-test score as the covariate. Independent samples t-test or Mann-Whitney U will be used for secondary continuous outcomes. Statistical significance is set at α=0.05 (two-tailed). All analyses will follow intention-to-treat principles.

Interventions

  • Other VR-based virtual reality anatomy module
    Immersive interactive wrist anatomy education delivered on PlayStation 5 with PlayStation VR2 headset; 30-35 minutes.
  • Other Standard classroom anatomy lecture
    Faculty-led didactic anatomy lecture on wrist anatomy using printed atlas and 3D anatomical model; 30-35 minutes.

Primary outcome measures

  • Post-test knowledge score [Time frame: Immediately after intervention (same day)]
Secondary outcome measures (4)
  • Retention test score [Time frame: 2-4 weeks after intervention]
  • Learning satisfaction score [Time frame: Immediately after intervention]
  • Cognitive load score [Time frame: Immediately after intervention]
  • VR-related side effects [Time frame: Immediately after intervention]

Eligibility criteria

Inclusion criteria

  • First-year medical student at Kyrenia University
  • Age ≥ 18 years
  • Voluntary participation
  • Signed written informed consent

Exclusion criteria

  • First-year medical student at Kyrenia University
  • Age ≥ 18 years
  • Voluntary participation
  • Signed written informed consent

Criteria are shown verbatim from the registry (in English). Final eligibility is always assessed by the study center.

Healthy volunteers: Yes

Study design

Allocation
Randomized
Model
Parallel assignment
Masking
Single blind
Primary purpose
Other

Study locations

Cyprus · 2 centers
  • Dr. Suat Gunsel University of Kyrenia Hospital — Kyrenia
  • Dr. Suat Gunsel University of Kyrenia Hospital — Kyrenia

Identifiers

NCT: NCT07558551 · ETK-26 GL-0077

Primary sources (government registries)

View this study on ClinicalTrials.gov ↗