Cognitive FunctionNCT07242937
How Cultural Background Affects Cognitive and Motor Learning Using Virtual Reality
An observational study of Cognitive Function and Neuroplasticity, run by Bahçeşehir University at 1 site in Turkey (Türkiye).
Trial summary
This observational study examined how long-term cultural background is associated with differences in cognitive and motor learning within a virtual reality environment. Forty-three healthy university students participated in four days of standardized assessment procedures involving cognitive testing, fine-motor… Read more about this study
- Who is it for?
- Ages 17 to 35 yearsHealthy volunteers can take part
- Conditions the study is for
- Cognitive Function, Neuroplasticity, Motor Skills
- What is being tested?
- Virtual reality beat saber training and cognitive and motor assessment
- Type of treatment
- Lifestyle or therapy programme
- How many people
- 43 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 14 Oct 2024to 17 Feb 2025
- Phase
- Observational
- 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 17 to 35 years
- All sexes
- Healthy volunteers accepted
- Child, Adult
Study population: Healthy university students aged 17-35. Participants were divided into two cohorts based on long-term cultural exposure: Home group (lived in their home country for at least ten years) and Abroad group (lived abroad for at least ten years). All participants were fluent in English and completed four days of cognitive assessments and VR gameplay sessions.
Who may be able to join
- Healthy university students aged 17-35
- Lived at least ten years in either their home country (Home group) or abroad (Abroad group)
- Fluent in English
- Normal or corrected-to-normal vision
- Able to use virtual reality headset and controllers
- Provided informed consent
Who cannot join
- History of neurological or psychiatric disorders
- Severe visual or motor impairment
- Use of medications affecting cognition
- Any condition preventing safe participation in VR tasks
Trial locations and contacts
1 site in 1 country.
Turkey (Türkiye)1 site
Bahcesehir University- Faculty of Health Sciences
Istanbul
About this study
Official title: Cultural Intelligence and Learning in Virtual Reality: How Cultural Background Shapes Cognitive and Motor Adaptation
This observational study examined how long-term cultural background is associated with differences in cognitive and motor learning within a virtual reality environment. Forty-three healthy university students participated in four days of standardized assessment procedures involving cognitive testing, fine-motor evaluation, and performance on a virtual reality (VR) task. Participants were classified into two pre-existing groups based on long-term cultural exposure: a Home group (lived mainly in their native country) and an Abroad group (lived abroad for at least ten years). All participants completed the same assessment procedures. The study observed natural variations in cognitive performance, motor coordination, and VR learning progression across sessions.
Read the detailed description
This observational study examined how long-term cultural background is associated with differences in cognitive and motor learning within a virtual reality (VR) environment. The study used a case-control design based on naturally existing groups. Participants were not assigned to conditions. Instead, they were classified into two groups according to their long-term cultural exposure: a Home group (lived primarily in their native country for at least ten years) and an Abroad group (lived abroad for at least ten years).
All participants followed the exact same schedule and attended the study sessions on four fixed days: Monday, Wednesday, Friday, and the following Monday. This controlled scheduling ensured that all participants experienced the same time intervals between sessions, eliminating variability due to inconsistent spacing.
During Day 1, participants completed baseline assessments, including:
CogniFit cognitive battery, evaluating attention, memory, processing speed, and executive functions
Purdue Pegboard Test, assessing fine-motor coordination
IFIS scale (Index of Fit Self-Perception) to assess physical fitness
Cultural Intelligence Scale (CQS) to measure cultural intelligence
After completing the baseline assessments on Day 1, participants performed the standardized VR learning task (Beat Saber).
On Days 2 and 3 (Wednesday and Friday), participants completed only the VR Beat Saber task. These sessions were used to measure progression of visuomotor learning, accuracy, speed, and performance over time.
On Day 4 (the following Monday), participants again completed:
CogniFit cognitive battery
Purdue Pegboard Test
The VR Beat Saber task
Repeating these tests on Day 4 allowed the study to evaluate changes in cognitive performance and motor coordination across the study period, as well as overall VR learning progression.
All procedures and assessments were identical for both groups. The study did not manipulate behavior or deliver interventions; instead, it observed naturally occurring differences in learning and performance across participants with different long-term cultural backgrounds. This design allowed the analysis of how cultural exposure may relate to cognitive adaptation, motor learning, and VR-based task progression. No biospecimens were collected.
- Conditions
- Cognitive Function, Neuroplasticity, Motor Skills, Virtual Reality, Cross-Cultural Comparison
- Being tested
- Virtual reality beat saber training and cognitive and motor assessment
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Virtual reality beat saber training and cognitive and motor assessmentBehavioural
All participants completed the same four-day assessment procedure consisting of cognitive evaluation (Cognitive Assessment Battery-Professional [CAB PRO]), fine-motor coordination testing (Purdue Pegboard Test), and performance on a virtual reality (VR) Beat Saber task using the Meta Quest 2 headset. These procedures were administered equally to all participants. No interventions were assigned; the study observed natural performance differences between pre-existing cultural groups.
| Study group | Role | What they receive |
|---|---|---|
| Home Group | Participants who lived for at least ten years in their home country with no long-term intercultural exposure. All participants followed the same standardized assessment procedure, including cognitive testing, motor coordination testing, and virtual reality (VR) task performance. No interventions were assigned; the study compared natural learning differences between pre-existing cultural groups. Receives: Behavioral: Virtual reality beat saber training and cognitive and motor assessment | |
| Abroad group | Participants who lived abroad for at least ten years with long-term intercultural exposure. All participants completed the same standardized assessment procedure, identical to the Home group. No experimental intervention or assignment occurred. Receives: Behavioral: Virtual reality beat saber training and cognitive and motor assessment |
What is being measured
The primary outcome is the main question the study is designed to answer.
Cognitive Performance Score (CogniFit CAB PRO)
Computerized cognitive assessment measuring attention, memory, reasoning, and executive functions. Composite cognitive score is calculated using the Cognitive Assessment Battery-Professional [CAB PRO]) battery.
Measured: Day 1 and Day 4
Secondary outcomes (3)
Motor Dexterity (Purdue Pegboard Test)
Fine-motor coordination assessed using the Purdue Pegboard Test, including dominant hand, non-dominant hand, both hands, and assembly scores.
Measured: Day 1 and Day 4
VR Gameplay Accuracy (Beat Saber Cut Accuracy)
Percentage of targets cut correctly during Beat Saber gameplay, reflecting visuomotor precision and learning progression.
Measured: Day 1 to Day 4
VR Gameplay Performance (Beat Saber Combo Length)
Maximum consecutive successfully hit targets ("combo streak") recorded during each virtual reality session to evaluate learning and consistency.
Measured: Day 1 to Day 4
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted21 Nov 2025
- Study start14 Oct 2024
- Primary completion17 Feb 2025
- Study completion17 Feb 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Cognitive FunctionStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Observational
- Observational model
- Case-control
- Time perspective
- Prospective
- Enrolment
- 43 participants (actual)
Sponsor and investigators
- Lead sponsor
- Bahçeşehir University
- Sponsor type
- University, hospital or other
- Collaborators
- Cognifit
- Responsible party
- Principal investigator, Yara Atef Skout, Bahçeşehir University
- Investigators
- Seda Gözener Canbülbül, Study director, Bahçeşehir University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07242937
- Sponsor's protocol ID
- E-10840098-202.3.02-5347
- Status last verified
- Nov 2025
- First submitted
- 14 Nov 2025
- Last updated
- 21 Nov 2025
- Results posted
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Study at a glance
From the registry record, last updated by the sponsor on 21 Nov 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Cultural Intelligence and Learning in Virtual Reality: How Cultural Background Shapes Cognitive and Motor Adaptation
- ClinicalTrials.gov ID
- NCT07242937
- Acronym / sponsor ID
- E-10840098-202.3.02-5347
- Conditions
- Cognitive Function, Neuroplasticity, Motor Skills, Virtual Reality, Cross-Cultural Comparison
- Study type
- Observational
- Recruitment status
- Completed
- Enrolment
- 43 participants (actual)
- Lead sponsor
- Bahçeşehir UniversityUniversity, hospital or other
- Collaborators
- Cognifit
- Study start
- 14 Oct 2024 (actual)
- Primary completion
- 17 Feb 2025 (actual)
- Study completion
- 17 Feb 2025 (actual)
- First posted
- 21 Nov 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
This observational study examined how long-term cultural background is associated with differences in cognitive and motor learning within a virtual reality environment. Forty-three healthy university students participated in four days of standardized assessment procedures involving cognitive testing, fine-motor evaluation, and performance on a virtual reality (VR) task. Participants were classified into two pre-existing groups based on long-term cultural exposure: a Home group (lived mainly in their native country) and an Abroad group (lived abroad for at least ten years). All participants completed the same assessment procedures. The study observed natural variations in cognitive performance, motor coordination, and VR learning progression across sessions.
Detailed description
This observational study examined how long-term cultural background is associated with differences in cognitive and motor learning within a virtual reality (VR) environment. The study used a case-control design based on naturally existing groups. Participants were not assigned to conditions. Instead, they were classified into two groups according to their long-term cultural exposure: a Home group (lived primarily in their native country for at least ten years) and an Abroad group (lived abroad for at least ten years).
All participants followed the exact same schedule and attended the study sessions on four fixed days: Monday, Wednesday, Friday, and the following Monday. This controlled scheduling ensured that all participants experienced the same time intervals between sessions, eliminating variability due to inconsistent spacing.
During Day 1, participants completed baseline assessments, including:
CogniFit cognitive battery, evaluating attention, memory, processing speed, and executive functions
Purdue Pegboard Test, assessing fine-motor coordination
IFIS scale (Index of Fit Self-Perception) to assess physical fitness
Cultural Intelligence Scale (CQS) to measure cultural intelligence
After completing the baseline assessments on Day 1, participants performed the standardized VR learning task (Beat Saber).
On Days 2 and 3 (Wednesday and Friday), participants completed only the VR Beat Saber task. These sessions were used to measure progression of visuomotor learning, accuracy, speed, and performance over time.
On Day 4 (the following Monday), participants again completed:
CogniFit cognitive battery
Purdue Pegboard Test
The VR Beat Saber task
Repeating these tests on Day 4 allowed the study to evaluate changes in cognitive performance and motor coordination across the study period, as well as overall VR learning progression.
All procedures and assessments were identical for both groups. The study did not manipulate behavior or deliver interventions; instead, it observed naturally occurring differences in learning and performance across participants with different long-term cultural backgrounds. This design allowed the analysis of how cultural exposure may relate to cognitive adaptation, motor learning, and VR-based task progression. No biospecimens were collected.
Study design
- Observational model
- Case-control
- Time perspective
- Prospective
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Home Group | – | Behavioral: Virtual reality beat saber training and cognitive and motor assessmentParticipants who lived for at least ten years in their home country with no long-term intercultural exposure. All participants followed the same standardized assessment procedure, including cognitive testing, motor coordination testing, and virtual reality (VR) task performance. No interventions were assigned; the study compared natural learning differences between pre-existing cultural groups. |
| Abroad group | – | Behavioral: Virtual reality beat saber training and cognitive and motor assessmentParticipants who lived abroad for at least ten years with long-term intercultural exposure. All participants completed the same standardized assessment procedure, identical to the Home group. No experimental intervention or assignment occurred. |
Who may qualify
- Ages
- 17 to 35 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult
- Study population
- Healthy university students aged 17-35. Participants were divided into two cohorts based on long-term cultural exposure: Home group (lived in their home country for at least ten years) and Abroad group (lived abroad for at least ten years). All participants were fluent in English and completed four days of cognitive assessments and VR gameplay sessions.
Key inclusion criteria (6 listed)
- Healthy university students aged 17-35
- Lived at least ten years in either their home country (Home group) or abroad (Abroad group)
- Fluent in English
- Normal or corrected-to-normal vision
- Able to use virtual reality headset and controllers
Key exclusion criteria (4 listed)
- History of neurological or psychiatric disorders
- Severe visual or motor impairment
- Use of medications affecting cognition
- Any condition preventing safe participation in VR tasks
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Virtual reality beat saber training and cognitive and motor assessmentAll participants completed the same four-day assessment procedure consisting of cognitive evaluation (Cognitive Assessment Battery-Professional [CAB PRO]), fine-motor coordination testing (Purdue Pegboard Test), and performance on a virtual reality (VR) Beat Saber task using the Meta Quest 2 headset. These procedures were administered equally to all participants. No interventions were assigned; the study observed natural performance differences between pre-existing cultural groups. | Behavioural | Abroad group, Home Group |
Primary outcome
Cognitive Performance Score (CogniFit CAB PRO)
Time frame: Day 1 and Day 4
Computerized cognitive assessment measuring attention, memory, reasoning, and executive functions. Composite cognitive score is calculated using the Cognitive Assessment Battery-Professional [CAB PRO]) battery.
3 secondary outcomes
Motor Dexterity (Purdue Pegboard Test)
Time frame: Day 1 and Day 4
VR Gameplay Accuracy (Beat Saber Cut Accuracy)
Time frame: Day 1 to Day 4
VR Gameplay Performance (Beat Saber Combo Length)
Time frame: Day 1 to Day 4
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 21 Nov 2025.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Seda Gözener Canbülbül study director
Bahçeşehir University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
An observational study of Cognitive Function and Neuroplasticity, run by Bahçeşehir University at 1 site in Turkey (Türkiye).
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 6 inclusion and 4 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 21 Nov 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 Turkey (Türkiye). 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?
Cognitive Performance Score (CogniFit CAB PRO) (time frame: Day 1 and Day 4). 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 21 Nov 2025.