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Clinical Trials/NCT06445764
NCT06445764WithdrawnNot Applicable

Enhancing Trauma Cardiopulmonary Resuscitation Simulation Training With the Use of Virtual Reality (Trauma SimVR): Protocol for a Randomized Controlled Trial

Medical University of Vienna2 sites in 1 country67 target enrollmentStarted: September 1, 2025Last updated:
Conditions
Interventions

Trial Snapshot

Phase
Not Applicable
Status
Withdrawn
Enrollment
67
Locations
2
Primary Endpoint
Time to critical action

Study Overview

Brief Summary

The goal of this single-center, prospective, randomized, controlled trial is to evaluate the effectiveness of using virtual reality technology to provide learners with skills and knowledge in the management of traumatic cardiac arrest in first-year residents at the emergency department.

The main question it aims to answer is:

Does the use of virtual reality in the context of trauma cardiopulmonary resuscitation training result in shorter times to order/perform pre-defined critical actions?

Participants will learn management skills for in-hospital traumatic cardiac arrest using either newly developed virtual reality software or e-learning focused on the same content.

Study Design

Study Type
Interventional
Allocation
Randomized
Intervention Model
Parallel
Primary Purpose
Other
Masking
Single (Outcomes Assessor)

Eligibility Criteria

Ages
18 Years to 110 Years (Adult, Older Adult)
Sex
All
Accepts Healthy Volunteers
Yes

Inclusion Criteria

  • •first-year residents at the emergency department
  • •only people who do not need eyeglasses for using VR

Exclusion Criteria

  • •- pre-disposition for cybersickness (motion sickness, pregnancy, pre-existing cybersickness)

Arms & Interventions

e-learning

Other

Intervention: e-learning (Other)

Virtual reality training

Other

Intervention: Virtual reality training (Other)

Outcomes

Primary Outcomes

Time to critical action

Time Frame: evaluation within 4 weeks after study completion

Expert-based assessment of the difference in time (seconds) to the predefined primary critical action between randomized groups in video recordings of an in-person assessment simulation.

Secondary Outcomes

  • Gender-differences in learning outcomes(evaluation within 4 weeks after study completion)
  • Time to secondary critical action #1(evaluation within 4 weeks after study completion)
  • Time to secondary critical action #2(evaluation within 4 weeks after study completion)
  • Number of patients declared dead prematurely(evaluation within 4 weeks after study completion)
  • Number of unrecognized causes of traumatic cardiac arrest(evaluation within 4 weeks after study completion)
  • Number of protocol deviations(evaluation within 4 weeks after study completion)
  • Group difference in cognitive load (per objective) while performing the in-person assessment simulation(evaluation within 4 weeks after study completion)
  • Gaze behavior during the in-person assessment simulation: fixation count in areas of interest(evaluation within 4 weeks after study completion)
  • Participants' overall performance in the simulation sessions from the expert's point of view(evaluation within 4 weeks after study completion)
  • The correlation between how often participants have played virtual reality video games between the ages of 6 and 18 and the primary outcome(evaluation within 4 weeks after study completion)
  • Group difference in global cognitive load while performing the in-person assessment simulation(evaluation within 4 weeks after study completion)
  • Gaze behavior during the in-person assessment simulation: dwell-time in areas of interest(evaluation within 4 weeks after study completion)
  • Gaze behavior during the in-person assessment simulation: time when no area of interest is illustrated(evaluation within 4 weeks after study completion)
  • Participants' subjective impression of their level of enjoyment when using virtual reality/e-learning(evaluation within 4 weeks after study completion)
  • Gaze behavior during the in-person assessment simulation: average fixation duration in areas of interest(evaluation within 4 weeks after study completion)
  • Participants' subjective impressions of their learning progress when using virtual reality/e-learning(evaluation within 4 weeks after study completion)
  • Participants' subjective impressions of their level of frustration when using virtual reality/e-learning(evaluation within 4 weeks after study completion)
  • The correlation between how often participants have played non-virtual-reality video games in the past 12 months and the primary outcome(evaluation within 4 weeks after study completion)
  • The correlation between how often participants have played non-virtual-reality video games between the ages of 6 and 18 and the primary outcome(evaluation within 4 weeks after study completion)
  • Incidence rate of virtual reality related adverse events(evaluation within 4 weeks after study completion)
  • Participants' subjective confidence in recognizing and providing initial care to polytraumatized patients in cardiac arrest in the in-person assessment simulation(evaluation within 4 weeks after study completion)
  • Participants' subjective overall performance in the simulation sessions(evaluation within 4 weeks after study completion)
  • The correlation between how often participants have played virtual reality video games in the past 12 months and the primary outcome(evaluation within 4 weeks after study completion)
  • Adjective Rating Scale for the use of the virtual reality simulations(evaluation within 4 weeks after study completion)
  • System usability score for use of VR simulations(evaluation within 4 weeks after study completion)

Investigators

Sponsor Class
Other
Responsible Party
Principal Investigator
Principal Investigator

Josef Michael Lintschinger

Principal Investigator

Medical University of Vienna

Study Sites (2)

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