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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).

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

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
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

Other trials in Turkey (Türkiye)

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.

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 groups in NCT07242937
Study groupRoleWhat they receive
Home GroupParticipants 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 groupParticipants 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.

  1. 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)
  1. 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

  2. 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

  3. 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.

  1. First posted21 Nov 2025
  2. Study start14 Oct 2024
  3. Primary completion17 Feb 2025
  4. Study completion17 Feb 2025

Resources

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)
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

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.

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Clinical Trial NCT07242937 | AzTrials