VR vs Classical Anatomy Teaching
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 →
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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