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Healthy Volunteers - Male and FemaleVR-STAMPNCT07003217

The Effects of Virtual Reality-Based Practical Training on Physical Therapy Students

A study testing Virtual Reality-based practical education and Video Watching-based practical education in people with Healthy Volunteers - Male and Female, run by Sahmyook University at 1 site in South Korea.

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

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. Read more about this study

Who is it for?
Any ageHealthy volunteers can take part
Conditions the study is for
Healthy Volunteers - Male and Female
What is being tested?
Virtual Reality-based practical education and Video Watching-based practical education
Could I receive a placebo?
No, everyone receives an active treatment
How many people
52 participants
Where
1 siteSouth Korea
Study dates
16 Apr 2024to 22 May 2024
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 Any age
  • All sexes
  • Healthy volunteers accepted
  • Child, Adult, Older adult

Who may be able to join

  • 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.

Who cannot join

  • 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

Trial locations and contacts

1 site in 1 country.

South Korea1 site
  • Sahmyook University

    Seoul, Dongdaemoon-gu, 01795

Other trials in South Korea

About this study

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

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.

Read the 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.

Being tested
Virtual Reality-based practical education, Video Watching-based practical education
Keywords
virtual reality, learning satisfaction, technology acceptance, learning motivation, learning achievement

What participants receive

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

  • Virtual Reality-based practical educationBehavioural

    VR-based practical education is an interactive learning method that utilizes virtual reality, where participants engage in a 3D environment for learning.

  • Video Watching-based practical educationBehavioural

    Video Watching-based practical education is a passive learning method, where information is delivered solely through video viewing.

Study groups in NCT07003217
Study groupRoleWhat they receive
Virtual Reality-based practical educationExperimentalBefore 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.
Receives: Behavioral: Virtual Reality-based practical education
Video Watching-based practical educationActive comparatorThe 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.
Receives: Behavioral: Video Watching-based practical education

What is being measured

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

  1. Learning Satisfaction

    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.

    Measured: Immediately before and after intervention

Secondary outcomes (3)
  1. Technology Acceptance

    Technology acceptance consists of usefulness and ease of use of VR educational technology, and the questionnaire consists of 6 and 7 questions, respectively, for a total of 13 questions. The reliability is Cronbach 's α value of .95 for usefulness and .94 for ease of use. The technology acceptance questionnaire items consisted of a 7-point Likert scale.

    Measured: Immediately before and after intervention

  2. Learning Motivation

    Learning motivation was designed as a questionnaire with reference to previous studies. It consists of a total of 7 items , including questions about the importance and value of the topic. The items were reorganized to be appropriate for this study with reference to previous papers. The reliability is .79 with Cronbach 's α value. The learning motivation questionnaire items were designed on a 7-point Likert scale.

    Measured: Immediately before and after intervention

  3. Learning Achievement

    Learning achievement was assessed by a 12-item quiz to assess students' understanding of academics. The quiz items were validated by a doctoral degree holder and an educational expert with extensive experience in physical therapy practice education. The pre- and post-tests of learning achievement consisted of the same items.

    Participants were undergraduate students in the Department of Physical Therapy who had studied four musculoskeletal special tests: the Pronator Teres Test, the Hawkins-Kennedy Test, the Yergason's Test, and the Neer 's Test. They were given three questions on each test. The 12 questions on the learning achievement quiz consisted of short answer or multiple choice questions.

    Measured: Immediately before and 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 Jun 2025
  2. Study start16 Apr 2024
  3. Primary completion22 May 2024
  4. Study completion22 May 2024

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
Other
Allocation
Randomised
Intervention model
Parallel groups
Masking
Single blind
Who is masked
Participant
Enrolment
52 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07003217
Sponsor's protocol ID
HY-VRPT-001
Other IDs
SYU 2024-02-022-002
Acronym
VR-STAMP
Status last verified
Apr 2025
First submitted
1 May 2025
Last updated
24 Jun 2025
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No: The research results will be published through a journal.

Questions about this trial

What is this clinical trial studying?

A study testing Virtual Reality-based practical education and Video Watching-based practical education in people with Healthy Volunteers - Male and Female, run by Sahmyook University at 1 site in South Korea.

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 4 inclusion and 5 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 24 Jun 2025. 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 South Korea. 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?

Learning Satisfaction (time frame: Immediately before and 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 24 Jun 2025.

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