Clinical trial NCT07003217: The Effects of Virtual Reality-based Practical Training on Physical Therapy Students
Official title: THE EFFECTS OF VIRTUAL REALITY-BASED PRACTICAL EDUCATION ON LEARNING SATISFACTION, TECHNOLOGY ACCEPTANCE, LEARNING MOTIVATION, LEARNING ACHIEVEMENT OF PHYSICAL THERAPY STUDENTS
Study type: INTERVENTIONAL
Overall status: COMPLETED
Phase: NA
Conditions: Healthy Volunteers - Male and Female
Keywords: virtual reality
learning satisfaction
technology acceptance
learning motivation
learning achievement
Lead sponsor: Sahmyook University
Sponsor class: OTHER
First posted: 2025-06-04
Enrollment: 52
Sex: ALL
Standard ages: CHILD
ADULT
OLDER_ADULT
Accepts healthy volunteers: yes
Allocation: RANDOMIZED
Intervention model: PARALLEL
Primary purpose: OTHER

Brief summary: 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.

Detailed description: 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.

Eligibility criteria: Inclusion Criteria:

* 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.

Exclusion Criteria:

* 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

Primary outcomes:
measure: Learning Satisfaction
timeFrame: Immediately before and after intervention
Secondary outcomes:
measure: Technology Acceptance
timeFrame: Immediately before and after intervention
measure: Learning Motivation
timeFrame: Immediately before and after intervention
measure: Learning Achievement
timeFrame: Immediately before and after intervention
Other outcomes:
Locations:
city: Seoul
country: Korea, Republic of
facility: Sahmyook University
state: Dongdaemoon-gu
Study officials:
affiliation: Sahmyook University
name: Hyoshil Yoon, Ph.D. Candidate
role: PRINCIPAL_INVESTIGATOR
References: