Virtual Reality Versus Computer-Based Simulation in Electrocardiogram Education: Effects on Nursing Students' Knowledge, Skills, and Motivation: A Randomized Controlled Trial
Trial Snapshot
- Phase
- Not Applicable
- Status
- Completed
- Sponsor
- Enrollment
- 90
- Locations
- 1
- Primary Endpoint
- ECG Knowledge Score
Study Overview
Brief Summary
The goal of this clinical trial is to compare the effects of immersive virtual reality (VR) simulation and computer-based simulation (CBS) with traditional laboratory practice on electrocardiogram (ECG) knowledge, practical skills, and motivation in first-year undergraduate nursing students. The main questions it aims to answer are:
Does VR simulation improve ECG knowledge scores more than CBS and traditional laboratory practice? Does VR simulation improve ECG practical skill scores more than CBS and traditional laboratory practice? Does VR simulation improve learner motivation more than CBS and traditional laboratory practice?
Researchers will compare three groups - VR simulation, computer-based simulation, and traditional laboratory practice - to see which method is most effective for ECG education outcomes.
Participants will:
Attend a standardized 90-minute ECG lecture before the intervention Be randomly assigned to one of three groups: VR simulation, computer-based simulation, or traditional laboratory practice Complete a 90-minute educational intervention according to their assigned group Complete knowledge, skills, and motivation assessments before and one week after the intervention
Detailed Description
This three-arm randomized controlled trial was conducted at Beykent University, Istanbul, Turkey. The study population consisted of first-year undergraduate nursing students. Inclusion criteria were: voluntary participation, first-year enrollment, no prior ECG simulation training, and no visual impairment.
Sample size was calculated using G*Power 3.1.9.4 based on a medium effect size (f=0.40), α=0.05, and 80% power, yielding a minimum of 66 participants (22 per group). To account for potential attrition, 90 students were enrolled and randomly allocated to three groups: immersive virtual reality (VR) simulation (n=30), computer-based simulation (CBS) (n=30), and traditional laboratory practice (n=30).
All participants completed baseline assessments and attended a standardized 90-minute ECG lecture delivered by the same instructor. One week later, participants were randomly assigned to their intervention groups. The VR group performed three-dimensional ECG scenarios using Oculus Quest 2 (128GB) all-in-one headsets with integrated touch controllers, enabling full immersion and hand-tracking interactions simulating real ECG procedural movements. The CBS group completed interactive ECG modules developed with technical support from computer engineering specialists, covering ECG physiology, rhythm recognition scenarios, and nursing care protocols. The control group practiced on manikins with verbal instruction. All interventions lasted 90 minutes. Post-intervention assessments were conducted one week after the intervention.
Outcomes were assessed using three instruments. The ECG Knowledge Test is a researcher-developed multiple-choice test measuring ECG physiology, rhythm recognition, and interpretation, with content validity established by six medical-surgical nursing faculty. The ECG Skills Checklist is a researcher-developed checklist covering patient preparation, electrode placement, device operation, and strip interpretation, validated by five faculty experts; steps were scored as unsuccessful (0), requires improvement (2.5), or successful (5 points). The Instructional Materials Motivation Survey (IMMS) is a 33-item, 5-point Likert scale based on the ARCS model (Attention, Relevance, Confidence, Satisfaction), adapted to Turkish by Dinçer and Doğanay (2016); total scores range from 33 to 165, with higher scores indicating greater motivation. Cronbach's alpha in this study was 0.956.
Random allocation was conducted by an independent researcher not involved in data collection or intervention delivery, using a computer-generated random number sequence via www.random.org. Allocation concealment was maintained through sealed, sequentially numbered envelopes opened only after baseline assessments were recorded. Due to the nature of educational simulation interventions, blinding of participants and instructors was not feasible; however, the researcher responsible for baseline data collection was blinded to the randomization sequence before allocation.
Study Design
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Parallel
- Primary Purpose
- Other
- Masking
- None
Eligibility Criteria
- Ages
- 18 Years to — (Adult, Older Adult)
- Sex
- All
- Accepts Healthy Volunteers
- Yes
Inclusion Criteria
- •First-year undergraduate nursing student enrollment
- •Voluntary participation
- •No prior ECG simulation training experience
- •No visual impairment
Exclusion Criteria
- •Prior ECG simulation training experience
- •Visual impairment
- •Unwillingness to participate
Arms & Interventions
Virtual Reality Simulation
Participants used an Oculus Quest 2 all-in-one headset with integrated touch controllers to perform three-dimensional ECG scenarios in an immersive virtual environment. The intervention simulated real ECG procedural movements, including patient preparation, electrode placement, and device operation.
Intervention: Immersive Virtual Reality Simulation (Behavioral)
Computer-Based Simulation
Participants completed interactive ECG training modules on computer screens. The program covered ECG physiology, rhythm recognition scenarios, and nursing care protocols, developed with technical support from computer engineering specialists and validated by three medical-surgical nursing faculty.
Intervention: Computer-Based Simulation (Behavioral)
Traditional Laboratory Practice
Participants practiced ECG skills on manikins with verbal instruction from the same instructor, following the standard laboratory curriculum.
Intervention: Traditional Laboratory Practice (Behavioral)
Outcomes
Primary Outcomes
ECG Knowledge Score
Time Frame: two week after intervention
Measured using a researcher-developed multiple-choice ECG Knowledge Test covering ECG physiology, rhythm recognition, and interpretation. Scores range from 0 to 100, with higher scores indicating greater knowledge.
Secondary Outcomes
- ECG Practical Skill Score(Two week after intervention)
Investigators
Meryem Ayvaz
Assistant Professor
Koç University
