跳至主要内容
临床试验/NCT07003217
NCT07003217已完成不适用

The Effects of Virtual Reality-Based Practical Education on Learning Satisfaction, Technology Acceptance, Learning Motivation, and Learning Achievement of Physical Therapy Students

Sahmyook University1 个研究点 分布在 1 个国家目标入组 52 人开始时间: 2024年4月16日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
已完成
入组人数
52
试验地点
1
主要终点
Learning Satisfaction

研究概览

简要总结

The purpose of this study is to investigate the effects of virtual reality (VR)-based education and video watching-based education on physical therapy students' learning satisfaction, technology acceptance, learning motivation, and learning achievement during musculoskeletal special test training. As technology continues to evolve, tech-assisted learning has emerged as a notable approach in modern education. Among these technologies, VR has gained significant attention for its ability to provide immersive and interactive learning environments for both educators and students. VR applications have expanded into the medical field and are increasingly integrated into health science education. Recently, VR tools have moved beyond desktop-based systems to more accessible platforms like mobile apps and head-mounted displays. In medical education, 3D environments enable engaging and self-directed learning that helps learners understand anatomical structures and build confidence in practical skills. In physical therapy, practical education is important, as therapists must accurately choose and perform special tests. Studies suggest that VR-based training is effective in practical education in physical therapy. Although VR has been applied in rehabilitation for stroke and osteoarthritis patients, VR-based educational research targeting undergraduate physical therapy students is lacking. This study hypothesizes that VR-based practical education is more effective than traditional video watching-based education in improving students' learning satisfaction, technology acceptance, learning motivation, and learning achievement. Participants will be randomly assigned to a VR-based experimental group or a video watching-based control group.

详细描述

The purpose of this study was to investigate the effects of virtual reality (VR)-based practical education for college students in the department of physical therapy on learning satisfaction, technology acceptance, learning motivation, and learning achievement. The four specialized musculoskeletal tests were the pronator teres test, Hawkins Kennedy test, Yergason's test, and Neer's test. The participants of this study were students from the department of physical therapy at S University in Seoul, South Korea, and were classified into 28 participants in the experimental group using VR-based practical education and 24 participants in the control group using video watching-based practical education through random assignment. Both groups participated in the study for the same period of 1 day, a total of 1 time, for 10 to 15 minutes. When selecting participants for the study, a simulator sickness questionnaire (SSQ) was conducted along with general characteristics to evaluate the symptoms of motion sickness, and one or more of the 16 items were excluded from the study if they were at a 'severe level'. Pre- and post-surveys were administered on learning satisfaction, technology acceptance, learning motivation, and learning achievement.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Other
盲法
Single (Participant)

盲法说明

Participants were unaware of their group assignment (VR-based or video-based education) to minimize bias.

入排标准

性别
All
接受健康志愿者
是

入选标准

  • •students enrolled in the Department of Physical Therapy at S University in Seoul, South Korea
  • •individuals who had received prior instruction on the four tests included in the study
  • •those who did not report any of the 16 SSQ items at the "severe" symptom level
  • •those who fully understood the purpose and procedures of the study and agreed to participate by providing informed consent.

排除标准

  • •Individuals who have not learned about the four tests included in the study
  • •those with health issues that limit the use of VR equipment
  • •those who do not consent to participate in the study
  • •those who report 'severe' symptoms on any of the 16 items of the Simulator Sickness Questionnaire (SSQ)
  • •individuals with disabilities, or pregnant women

研究组 & 干预措施

Virtual Reality-based practical education

Experimental

Before the start of the experiment, the participants in the experimental group were provided with instructions on the usage and safety precautions of the head-mounted display (HMD; Pico 4 Enterprise, Pico Technology, China, 2022). All participants were given a disposable facial hygiene cover for the HMD to ensure hygienic use, and those who wore glasses were also instructed on how to properly wear the device.

Each participant adjusted the HMD to fit their head size and used hand controllers to sequentially select and perform four target musculoskeletal special tests: the Pronator Teres Test, Hawkins-Kennedy Test, Yergason's Test, and Neer's Test. Each VR video lasted approximately 3 to 4 minutes and was designed to allow 180° rotation. Participants engaged in the VR training once per day.

After the session, post-tests were conducted to assess learning satisfaction, technology acceptance, learning motivation, and learning achievement.

干预措施: Virtual Reality-based practical education (Behavioral)

Video Watching-based practical education

Active Comparator

The control group received the same musculoskeletal special test content through traditional video-watching instruction. The participants watched the videos while seated individually in a laboratory at S University. Each video lasted approximately 3 to 4 minutes, and the training was conducted once per day.

Pre- and post-tests were administered to evaluate learning satisfaction, technology acceptance, learning motivation, and learning achievement.

干预措施: Video Watching-based practical education (Behavioral)

结局指标

主要结局

Learning Satisfaction

时间窗: Immediately before and after intervention

The learning satisfaction scale consists of 19 items in total and is divided into three parts. It consists of three items on experience with the system, seven items on feelings about the system, and nine items on satisfaction with the learning approach. The reliability of the learning satisfaction survey used in this experiment is .91 with a cronbach 's α value. The learning satisfaction survey items were composed of a 7-point Likert scale.

次要结局

  • Learning Motivation(Immediately before and after intervention)
  • Technology Acceptance(Immediately before and after intervention)
  • Learning Achievement(Immediately before and after intervention)

研究者

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

Hyoshil Yoon

Ph.D. Student and Principal Investigator

Sahmyook University

研究点 (1)

Loading locations...

相似试验