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Clinical Trials/NCT04754568
NCT04754568
Completed
Not Applicable

Virtual Reality Instructional Design in Orthopedic Physical Therapy Education: A Randomized Controlled Trial Comparing the Effects of Virtual Reality With Role-Playing Learning

Shenandoah University1 site in 1 country59 target enrollmentStarted: January 1, 2020Last updated:
ConditionsVirtual Reality

Overview

Phase
Not Applicable
Status
Completed
Enrollment
59
Locations
1
Primary Endpoint
Change in clinical decision-making

Overview

Brief Summary

The objective of this study is to assess the effects of virtual reality instructional design on physical therapy students' clinical decision-making skills, as compared with a traditional method of instruction with the same content and duration of exposure.

Detailed Description

An online random number generator will be used to randomize students into one of two groups: virtual reality instruction or role-paying instruction. All students will complete self-reported measures of clinical decision-making and metacognitive awareness prior to receiving their allocated instruction. While completing allocated instruction (either virtual reality or role-playing), measures of diagnostic accuracy and diagnostic efficiency will be collected. Following virtual reality or role-playing instruction, all included subjects will complete post-test measures of clinical decision-making ,metacognitive awareness, and engagement. One week later, all included subjects will be assessed on a musculoskeletal objective structured clinical examination (mOSCE).

Study Design

Study Type
Interventional
Allocation
Randomized
Intervention Model
Parallel
Primary Purpose
Health Services Research
Masking
None

Eligibility Criteria

Ages
22 Years to — (Adult, Older Adult)
Sex
All
Accepts Healthy Volunteers
No

Inclusion Criteria

  • Students enrolled in their first year of physical therapy school at SU

Exclusion Criteria

  • Students enrolled in their second or third year of physical therapy school at SU

Outcomes

Primary Outcomes

Change in clinical decision-making

Time Frame: pre- and post-instructional design (immediately after completing virtual reality or role-playing)

The Clinical Decision-Making Tool (CDM-Tool), a Likert-style questionnaire with 12 items, scored on a four-point scale. A higher raw score indicates a higher level of perceived decision-making ability.

Secondary Outcomes

  • Self-reported measure of engagement(Post-instruction (immediately after completing either virtual reality or role-playing experience))
  • Change in metacognitive awareness(pre and post-instructional design (immediately after completing virtual reality or role-playing))
  • Objective Structured Clinical Examination (OSCE)(1 week following allocated instruction (either virtual reality or role-playing))

Investigators

Sponsor Class
Other
Responsible Party
Principal Investigator
Principal Investigator

Aaron Hartstein

Associate Professor

Shenandoah University

Study Sites (1)

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