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Virtual RealityWOWNCT06911996

The WOW Project (WOW): Wonders Of The World Through Virtual Reality for Hospitalized Children

A study testing Virtual Reality in people with Virtual Reality, run by Stanford University at 1 site in United States.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

Hospitalized pediatric patients are unable to leave the hospital to engage in traditional learning environments. Patients often feel depressed, disconnected from learning, and socially withdrawn. Read more about this study

Who is it for?
Ages 5 to 17 years
Conditions the study is for
Virtual Reality
What is being tested?
Virtual Reality
Could I receive a placebo?
No, everyone receives an active treatment
How many people
67 participants
Where
1 siteUnited States
Study dates
10 Jul 2025to 9 Mar 2026
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 5 to 17 years
  • All sexes
  • No healthy volunteers
  • Child

Who may be able to join

  • Between the age of 5 and 17.
  • English speaking.
  • Anticipated in-patient stay for more than 1 day.

Who cannot join

  • Legal guardian not present to obtain consent
  • Child with a significant neurological condition, or major developmental disability
  • Child with active infection of the face or hand
  • A history of severe motion sickness
  • A history of seizures caused by flashing light
  • Major surgery within the last 12 hours

Trial locations and contacts

1 site in 1 country.

United States1 site
  • Lucile Packard Children's Hospital Stanford

    Palo Alto, California, 94304

Other trials in United States

About this study

Official title: Immersive Bedside Teaching for Hospitalized Pediatric Patient - A Prospective, Mixed-method, Cohort Study

Hospitalized pediatric patients are unable to leave the hospital to engage in traditional learning environments. Patients often feel depressed, disconnected from learning, and socially withdrawn. The Stanford Chariot Program proposes a partnership with the Palo Alto Unified Hospital School at Stanford Children's Health to reignite patients' emotional well-being through learning. The WOW Project aims to use virtual reality (VR) to travel with hospitalized children to the Wonders of the World (WOW). Combining this immersive learning modality with complementary hands-on activities at the bedside, the investigators will transport them from their hospital room into a nurturing virtual environment to stimulate their emotional, mental, and social growth while they are physically healing. The investigators will evaluate their overall joy and awe of learning by using standardized emotional scales.

Conditions
Virtual Reality
Being tested
Virtual Reality
Keywords
Immersive Learning

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Virtual RealityBehavioural

    After obtaining written consent, participants will be asked to complete a brief demographic survey and pre-intervention surveys (content knowledge, and wellbeing surveys). They will then be equipped with a VR headset, Quest 3 (Meta, Inc., Menlo Park, CA) displaying the educational field trip. After the VR field trip, participants will participate in a complementary hands-on science experiment. At the conclusion of the experiment, patients will be asked to complete the post intervention surveys (i.e awe, content knowledge, and wellbeing surveys).

    Additionally, for the first 20 participants, 15 participants will be randomly selected and asked to participate in a 5 open-ended question qualitative interview regarding engagement of the lesson. Audio will be recorded via zoom.

Study groups in NCT06911996
Study groupRoleWhat they receive
Virtual Reality GroupExperimentalParticipants will all receive the VR intervention and will be instructed to wear an Oculus Quest 3 headset (Meta, Inc., Menlo Park, CA) and participate in virtual field trips from Engage (David Whelan). Brink Traveler (Akin Bilgic) and Wander (John Entwistle) that are specifically designed to reignite the joy and awe of learning.
Receives: Behavioral: Virtual Reality

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Assess the impact of VR-based field trips on the feeling of awe of the pediatric inpatient population

    The primary outcome will be AWE measured by the AWE-SF Survey - The Awe Experience Short Form Scale. The survey contains 12 items about awe experience. Each item was rated on a 7-point scale (1 = Strongly Disagree, 7 = Strongly Agree).

    Measured: immediately after intervention

Secondary outcomes (3)
  1. Change in the number of correct answers of the content knowledge

    Change in number of correct answers of the content knowledge using Bloom's Taxonomy questioning. Participants will respond to 5 questions, two questions about comprehension, one question about application, one question about analysis and one question about evaluation. Scores range from 0 to 5, with higher scores indicating the higher number of correct answer.

    Measured: Day 1 baseline, Day 1 immediately after intervention

  2. Change in a patients' well-being as measured through the World Health Organization-Five Well-Being Index (WHO-5)

    The WHO (Five) Well-Being Index is a participant-reported outcome measure that assesses current mental well being. Questionnaire contains 5 questions . Scores range from 0 to 5, with higher scores indicating the corresponding feeling exists all the time.

    Measured: Day 1 baseline, Day 1 immediately after intervention

  3. Thematic analysis of the qualitative surveys including how the lesson engagement correlates to the increase in joyful learning.

    Analysis of data collected via qualitative surveys, using saturation sampling and documented coding techniques, will result in thematic descriptions how the lesson engagement correlates to the increase in joyful learning.

    Measured: immediately after intervention

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted4 Apr 2025
  2. Study start10 Jul 2025
  3. Primary completion9 Mar 2026
  4. Study completion9 Mar 2026

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Supportive care
Allocation
Not applicable
Intervention model
Single group
Masking
None (open label)
Enrolment
67 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06911996
Sponsor's protocol ID
80079
Acronym
WOW
Status last verified
Oct 2026
First submitted
28 Mar 2025
Last updated
6 Oct 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Questions about this trial

What is this clinical trial studying?

A study testing Virtual Reality in people with Virtual Reality, run by Stanford University at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 3 inclusion and 6 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 6 Oct 2026. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Assess the impact of VR-based field trips on the feeling of awe of the pediatric inpatient population (time frame: immediately after intervention). It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 6 Oct 2026.

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