Traumatic Cardiac Arrest and Trauma SimVR Training
- Conditions
- Virtual RealityHeart Arrest
- Interventions
- Other: e-learningOther: Virtual reality training
- Registration Number
- NCT06445764
- Lead Sponsor
- Medical University of Vienna
- 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.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- NOT_YET_RECRUITING
- Sex
- All
- Target Recruitment
- 67
- first-year residents at the emergency department
- only people who do not need eyeglasses for using VR
- pre-disposition for cybersickness (motion sickness, pregnancy, pre-existing cybersickness)
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description e-learning e-learning - Virtual reality training Virtual reality training -
- Primary Outcome Measures
Name Time Method Time to critical action 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 Outcome Measures
Name Time Method Participants' subjective impressions of their learning progress when using virtual reality/e-learning evaluation within 4 weeks after study completion 5-point Likert scale
1 - not helpful at all; 2 - rather not helpful; 3 - neither helpful nor not helpful; 4 - rather helpful; 5 - very helpfulParticipants' subjective impressions of their level of frustration when using virtual reality/e-learning evaluation within 4 weeks after study completion 5-point Likert scale
1 - not frustrated at all; 2 - rather not frustrated; 3 - neither frustrated nor not frustrated; 4 - rather frustrated; 5 - very frustratedThe 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 Spearman correlation
Frequency of playing within the past 12 months: never; less than once a week; once per week; more than once per week; dailyThe 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 Spearman correlation
Frequency of playing at the age of 6 to 18: never; less than once a week; once per week; more than once per week; dailyThe 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 Spearman correlation
Frequency of playing within the past 12 months: never; less than once a week; once per week; more than once per week; dailyIncidence rate of virtual reality related adverse events evaluation within 4 weeks after study completion Incidence of nausea, vomiting, dizziness, headache, overexertion/fatigue of the eyes (discomfort, blurred vision), stumbling, falling, bumping into real world objects while using virtual reality
Time to secondary critical action #2 evaluation within 4 weeks after study completion Expert-based assessment of the difference in time (seconds) to the predefined secondary critical action #2 between randomized groups in video recordings of an in-person assessment simulation.
Number of patients declared dead prematurely evaluation within 4 weeks after study completion Expert-based assessment of the difference in the number of patients declared dead prematurely between the randomized groups in video recordings of an in-person assessment simulation.
Gender-differences in learning outcomes 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 based on gender.
Group difference in global cognitive load while performing the in-person assessment simulation evaluation within 4 weeks after study completion Assessment of the difference in global cognitive load between randomized groups immediately following the in-person assessment simulation using the National Aeronautics and Space Administration (NASA) global task load index, which ranges from 0 to 100. Higher scores indicate greater cognitive load.
Time to secondary critical action #1 evaluation within 4 weeks after study completion Expert-based assessment of the difference in time (seconds) to the predefined secondary critical action #1 between randomized groups in video recordings of an in-person assessment simulation.
Number of protocol deviations evaluation within 4 weeks after study completion Expert-based assessment of the difference in the frequency of protocol deviations between randomized groups in video recordings of an in-person assessment simulation. Protocol deviations are listed in the study protocol and reflect the recommendations of the guidelines on which the study is based.
Number of unrecognized causes of traumatic cardiac arrest evaluation within 4 weeks after study completion Expert-based assessment of the difference in unrecognized underlying causes of traumatic cardiac arrest between randomized groups in video recordings of an in-person assessment simulation.
Group difference in cognitive load (per objective) while performing the in-person assessment simulation evaluation within 4 weeks after study completion Assessment of the difference in cognitive load (per objective) between randomized groups immediately following the in-person assessment simulation using the National Aeronautics and Space Administration (NASA) task load index, which ranges from 0 to 100.
Objectives are: (mental demand, physical demand, temporal demand, performance, effort, frustration). Higher scores indicate greater mental demand/higher physical demand/ higher temporal demand/worse performance/more effort/more frustration).Gaze behavior during the in-person assessment simulation: fixation count in areas of interest evaluation within 4 weeks after study completion Assessment of differences in gaze behavior (fixation count in areas of interest) using Tobii Pro eye-tracking technology between randomized groups based on recordings of the in-person assessment simulation.
The defined areas of interest for analysis are the manikin's head/airway, the manikin's thorax, the vital signs monitor, and the ventilator monitor.Participants' overall performance in the simulation sessions from the expert's point of view evaluation within 4 weeks after study completion 5-point Likert scale
1 - not good at all; 2 - rather not good; 3 - neither good nor not good; 4 - rather good; 5 - very goodThe 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 Spearman correlation
Frequency of playing at the age of 6 to 18: never; less than once a week; once per week; more than once per week; dailyGaze behavior during the in-person assessment simulation: dwell-time in areas of interest evaluation within 4 weeks after study completion Assessment of differences (in seconds) in gaze behavior (dwell time in areas of interest) using Tobii Pro eye-tracking technology between randomized groups based on recordings of the in-person assessment simulation
The defined areas of interest for analysis are the manikin's head/airway, the manikin's thorax, the vital signs monitor, and the ventilator monitor.Gaze behavior during the in-person assessment simulation: time when no area of interest is illustrated evaluation within 4 weeks after study completion Assessment of differences (in seconds) in gaze behavior (time when no area of interest is illustrated) using Tobii Pro eye-tracking technology between randomized groups based on recordings of the in-person assessment simulation
The defined areas of interst for analysis are the manikin's head/airway, the manikin's thorax, the vital signs monitor, and the ventilator monitor.Participants' subjective impression of their level of enjoyment when using virtual reality/e-learning evaluation within 4 weeks after study completion 5-point Likert scale
1 - not enjoyed at all; 2 - rather not enjoyed; 3 - neither enjoyed nor not enjoyed; 4 - rather enjoyed; 5 - very enjoyedGaze behavior during the in-person assessment simulation: average fixation duration in areas of interest evaluation within 4 weeks after study completion Assessment of differences (in seconds) in gaze behavior (average fixation duration in areas of interest) using Tobii Pro eye-tracking technology between randomized groups based on recordings of the in-person assessment simulation
The defined areas of interest for analysis are the manikin's head/airway, the manikin's thorax, the vital signs monitor, and the ventilator monitor.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 5-point Likert scale
1 - not confident at all; 2 - rather not confident; 3 - neither confident nor not confident; 4 - rather confident; 5 - very confidentParticipants' subjective overall performance in the simulation sessions evaluation within 4 weeks after study completion 5-point Likert scale
1 - not good at all; 2 - rather not good; 3 - neither good nor not good; 4 - rather good; 5 - very goodAdjective Rating Scale for the use of the virtual reality simulations evaluation within 4 weeks after study completion 7-point Likert scale
1 - the worst thing you can imagine; 2 - terrible; 3 - poor; 4 - okay; 5 - good; 6 - excellent; 7 - the best thing you can imagineSystem usability score for use of VR simulations evaluation within 4 weeks after study completion System Usability Scale score from 1 to 100 points
Trial Locations
- Locations (1)
Medical University of Vienna
🇦🇹Vienna, Austria