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Virtual Reality Situation-Based Flipped Learning

Not Applicable
Recruiting
Conditions
Educational Problems
Problem;Learning
Interventions
Behavioral: virtual reality Situation-Based Flipped Learning
Registration Number
NCT06223425
Lead Sponsor
Alexandria University
Brief Summary

The integration of innovative educational approaches in nursing education has become increasingly crucial for enhancing learning outcomes. Among these approaches, virtual reality (VR)

Detailed Description

Situation-Based Flipped Learning, and Gamification have gained attention as promising tools to engage nursing students and promote a deeper understanding of complex concepts. This study aims to investigate the effectiveness of combining these strategies in a virtual reality Situation-Based Flipped Learning environment with elements of Gamification on nursing students' learning attitudes, problem-solving abilities, and empathetic skills. By leveraging these technologies, educators seek to create an immersive and interactive learning experience that not only aligns with the demands of modern education but also addresses the unique challenges faced by nursing students in developing critical competencies. This research explores the potential impact of this integrated approach on nursing education, contributing valuable insights to the ongoing efforts to optimize teaching methodologies for future healthcare professionals.

Recruitment & Eligibility

Status
RECRUITING
Sex
All
Target Recruitment
140
Inclusion Criteria
  • willingness to participate
Exclusion Criteria
  • First-year academic students

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
virtual reality Situation-Based Flipped Learningvirtual reality Situation-Based Flipped Learningstudents exposed to virtual reality Situation-Based Flipped Learning
Primary Outcome Measures
NameTimeMethod
virtual reality Situation-Based Flipped Learningtwo months

Students who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of Problem-Solving Ability measured by the Problem-Solving Ability scale (a higher score of more than 90) than those in traditional learning strategies

virtual reality Based Gamificationtwo months

students who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of empathic understanding level measured by the Empathetic ability scale ( a higher score of more than15) than those in traditional learning strategies

Secondary Outcome Measures
NameTimeMethod

Trial Locations

Locations (1)

Alexandria university

🇪🇬

Alexandria, Al Iskandariyah, Egypt

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