跳至主要内容
临床试验/NCT04754568
NCT04754568已完成不适用

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

Shenandoah University2 个研究点 分布在 1 个国家目标入组 59 人开始时间: 2020年1月1日最近更新:
适应症

试验速览

阶段
不适用
状态
已完成
入组人数
59
试验地点
2
主要终点
Change in clinical decision-making

研究概览

简要总结

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.

详细描述

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).

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Health Services Research
盲法
None

入排标准

年龄范围
22 Years 至 —(Adult, Older Adult)
性别
All
接受健康志愿者

入选标准

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

排除标准

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

结局指标

主要结局

Change in clinical decision-making

时间窗: 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.

次要结局

  • 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))

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Aaron Hartstein

Associate Professor

Shenandoah University

研究点 (2)

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