Medical EducationVrIStNCT07558551
VR vs Classical Anatomy Teaching
A study testing VR-based virtual reality anatomy module and Standard classroom anatomy lecture in people with Medical Education and Anatomy Education, run by University of Kyrenia at 2 sites in Cyprus.
Trial summary
This is a prospective, single-center, randomized controlled educational trial comparing the effectiveness of PlayStation VR2-based immersive virtual reality (VR) anatomy teaching versus classical (lecture/atlas/3D-model) teaching for wrist anatomy among first-year medical students at Kyrenia University Dr. Read more about this study
- Who is it for?
- Ages 18 years and olderHealthy volunteers can take part
- Conditions the study is for
- Medical Education, Anatomy Education
- What is being tested?
- VR-based virtual reality anatomy module and Standard classroom anatomy lecture
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 80 participants
- Where
- 2 sitesCyprus
- Study dates
- 15 May 2026to Aug 2026
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
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 18 years and older
- All sexes
- Healthy volunteers accepted
- Adult, Older adult
Who may be able to join
- First-year medical student at Kyrenia University
- Age ≥ 18 years
- Voluntary participation
- Signed written informed consent
Who cannot join
- First-year medical student at Kyrenia University
- Age ≥ 18 years
- Voluntary participation
- Signed written informed consent
Trial locations and contacts
2 sites in 1 country. Contact the study team or a site near you to ask about taking part.
Cyprus2 sites, 1 recruiting
- Completed
Dr. Suat Gunsel University of Kyrenia Hospital
Kyrenia, Keryneia, 60000
- Recruiting
Dr. Suat Gunsel University of Kyrenia Hospital
Kyrenia
About this study
Official title: Comparison of PlayStation VR2-Based Virtual Reality vs. Classical Method in Teaching Wrist Anatomy: A Randomized Controlled Study
This is a prospective, single-center, randomized controlled educational trial comparing the effectiveness of PlayStation VR2-based immersive virtual reality (VR) anatomy teaching versus classical (lecture/atlas/3D-model) teaching for wrist anatomy among first-year medical students at Kyrenia University Dr. Suat Gunsel Hospital. Eighty healthy adult students will be randomized 1:1 into a VR Group (30-35-minute PSVR2 wrist anatomy module delivered on PlayStation 5) or a Classical Group (30-35-minute faculty-led standard anatomy education using lecture, atlas, and 3D anatomical models). The primary outcome is immediate post-test knowledge score (multiple-choice questions plus visual labeling; 0-30 scale). Secondary outcomes include a 2-4-week retention test, Likert-type learning satisfaction (15-75), cognitive load (0-10), and incidence and severity of VR-related side effects (dizziness, nausea, eye strain; 0-3 ordinal). Outcome assessors are blinded to allocation. The study aims to evaluate whether immersive VR is non-inferior or superior to classical teaching for initial acquisition and short-term retention of wrist anatomy knowledge, while characterizing tolerability of consumer-grade VR in an educational setting.
Read the detailed description
This prospective, two-arm parallel randomized controlled educational study evaluates whether PlayStation VR2-based immersive virtual reality improves wrist anatomy knowledge acquisition and retention compared to classical anatomy teaching in first-year medical students.
Background: Carpal anatomy presents significant spatial complexity, making it one of the most challenging regions for early medical students. Three-dimensional visualization tools have shown promise in anatomy education; however, no study has evaluated consumer-grade immersive VR (PlayStation VR2) as a standalone teaching intervention in this domain.
Study Design: Participants are randomized 1:1 via computer-generated allocation to either the VR Group or the Classical Group. Randomization is performed centrally prior to the educational session.
Interventions:
VR Group: 30-35 minute wrist anatomy module delivered via PlayStation 5 console and PlayStation VR2 headset, allowing interactive 3D exploration of carpal bones and surrounding structures.
Classical Group: 30-35 minute standardized faculty-led anatomy session using lecture slides, anatomical atlas, and 3D bone models.
Assessments:
Pre-test (10 MCQ, 0-10): Administered before intervention to assess baseline knowledge; used as covariate in ANCOVA.
Post-test (30 points: 20 MCQ + 10-point visual labeling): Administered immediately after intervention.
Retention test (same format as post-test): Administered 2-4 weeks after intervention.
Learning satisfaction questionnaire (15-item Likert scale, researcher-developed): Administered post-session.
Cognitive load scale (3 items, 0-10 NRS): Administered post-session. VR Side Effect Screening (VR group only): Dizziness, nausea, eye strain, discomfort - 4-level ordinal scale.
Statistical Analysis: Primary analysis will use ANCOVA with post-test score as the dependent variable, group as the fixed factor, and pre-test score as the covariate. Independent samples t-test or Mann-Whitney U will be used for secondary continuous outcomes. Statistical significance is set at α=0.05 (two-tailed). All analyses will follow intention-to-treat principles.
- Conditions
- Medical Education, Anatomy Education
- Being tested
- VR-based virtual reality anatomy module, Standard classroom anatomy lecture
- Keywords
- virtual reality, anatomy education, medical students, wrist anatomy
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
VR-based virtual reality anatomy moduleOther
Immersive interactive wrist anatomy education delivered on PlayStation 5 with PlayStation VR2 headset; 30-35 minutes.
Standard classroom anatomy lectureOther
Faculty-led didactic anatomy lecture on wrist anatomy using printed atlas and 3D anatomical model; 30-35 minutes.
| Study group | Role | What they receive |
|---|---|---|
| VR Group | Experimental | 30-35-minute wrist anatomy education delivered via PlayStation 5 console with PlayStation VR2 headset using an immersive interactive wrist anatomy module. Receives: Other: VR-based virtual reality anatomy module |
| Classical Group | Active comparator | 30-35-minute faculty-led standard anatomy education covering wrist anatomy using didactic lecture, printed anatomical atlas, and a 3D anatomical model. Receives: Other: Standard classroom anatomy lecture |
What is being measured
The primary outcome is the main question the study is designed to answer.
Post-test knowledge score
Knowledge assessment combining multiple-choice questions (MCQ) and a visual labeling task scored on a 0-30 scale; higher scores indicate better knowledge acquisition.
Measured: Immediately after intervention (same day)
Secondary outcomes (4)
Retention test score
Delayed knowledge retention assessment using MCQ plus visual labeling, identical format to post-test; 0-30 scale.
Measured: 2-4 weeks after intervention
Learning satisfaction score
Participant-reported learning satisfaction using a 15-item Likert-type questionnaire; total score 15-75 where higher scores indicate greater satisfaction
Measured: Immediately after intervention
Cognitive load score
Self-reported subjective cognitive load on a 0-10 scale (0 = no load, 10 = maximum load).
Measured: Immediately after intervention
VR-related side effects
Ordinal assessment of dizziness, nausea, and eye strain, each rated 0 (none) to 3 (severe).
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.
- First posted30 Apr 2026
- Study start15 May 2026
- Primary completionJun 2026 (estimated)
- Study completionAug 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Medical EducationStudies 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
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- Two parallel arms: PSVR2-based VR anatomy vs. classical anatomy teaching, allocated 1:1
- Masking
- Single blind
- Who is masked
- Investigator
- Enrolment
- 80 participants (estimated)
Sponsor and investigators
- Lead sponsor
- University of Kyrenia
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Utku Gürhan, University of Kyrenia
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07558551
- Sponsor's protocol ID
- ETK-26 GL-0077
- Acronym
- VrISt
- Status last verified
- May 2026
- First submitted
- 16 Apr 2026
- Last updated
- 26 May 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Undecided
Study at a glance
From the registry record, last updated by the sponsor on 26 May 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Comparison of PlayStation VR2-Based Virtual Reality vs. Classical Method in Teaching Wrist Anatomy: A Randomized Controlled Study
- ClinicalTrials.gov ID
- NCT07558551
- Acronym / sponsor ID
- VrISt / ETK-26 GL-0077
- Conditions
- Medical Education, Anatomy Education
- Keywords
- virtual reality, anatomy education, medical students, wrist anatomy
- Study type
- Interventional
- Recruitment status
- Recruiting
- Enrolment
- 80 participants (estimated)
- Lead sponsor
- University of KyreniaUniversity, hospital or other
- Study start
- 15 May 2026 (actual)
- Primary completion
- Jun 2026 (estimated)
- Study completion
- Aug 2026 (estimated)
- First posted
- 30 Apr 2026 (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 is a prospective, single-center, randomized controlled educational trial comparing the effectiveness of PlayStation VR2-based immersive virtual reality (VR) anatomy teaching versus classical (lecture/atlas/3D-model) teaching for wrist anatomy among first-year medical students at Kyrenia University Dr. Suat Gunsel Hospital. Eighty healthy adult students will be randomized 1:1 into a VR Group (30-35-minute PSVR2 wrist anatomy module delivered on PlayStation 5) or a Classical Group (30-35-minute faculty-led standard anatomy education using lecture, atlas, and 3D anatomical models). The primary outcome is immediate post-test knowledge score (multiple-choice questions plus visual labeling; 0-30 scale). Secondary outcomes include a 2-4-week retention test, Likert-type learning satisfaction (15-75), cognitive load (0-10), and incidence and severity of VR-related side effects (dizziness, nausea, eye strain; 0-3 ordinal). Outcome assessors are blinded to allocation. The study aims to evaluate whether immersive VR is non-inferior or superior to classical teaching for initial acquisition and short-term retention of wrist anatomy knowledge, while characterizing tolerability of consumer-grade VR in an educational setting.
Detailed description
This prospective, two-arm parallel randomized controlled educational study evaluates whether PlayStation VR2-based immersive virtual reality improves wrist anatomy knowledge acquisition and retention compared to classical anatomy teaching in first-year medical students.
Background: Carpal anatomy presents significant spatial complexity, making it one of the most challenging regions for early medical students. Three-dimensional visualization tools have shown promise in anatomy education; however, no study has evaluated consumer-grade immersive VR (PlayStation VR2) as a standalone teaching intervention in this domain.
Study Design: Participants are randomized 1:1 via computer-generated allocation to either the VR Group or the Classical Group. Randomization is performed centrally prior to the educational session.
Interventions:
VR Group: 30-35 minute wrist anatomy module delivered via PlayStation 5 console and PlayStation VR2 headset, allowing interactive 3D exploration of carpal bones and surrounding structures.
Classical Group: 30-35 minute standardized faculty-led anatomy session using lecture slides, anatomical atlas, and 3D bone models.
Assessments:
Pre-test (10 MCQ, 0-10): Administered before intervention to assess baseline knowledge; used as covariate in ANCOVA.
Post-test (30 points: 20 MCQ + 10-point visual labeling): Administered immediately after intervention.
Retention test (same format as post-test): Administered 2-4 weeks after intervention.
Learning satisfaction questionnaire (15-item Likert scale, researcher-developed): Administered post-session.
Cognitive load scale (3 items, 0-10 NRS): Administered post-session. VR Side Effect Screening (VR group only): Dizziness, nausea, eye strain, discomfort - 4-level ordinal scale.
Statistical Analysis: Primary analysis will use ANCOVA with post-test score as the dependent variable, group as the fixed factor, and pre-test score as the covariate. Independent samples t-test or Mann-Whitney U will be used for secondary continuous outcomes. Statistical significance is set at α=0.05 (two-tailed). All analyses will follow intention-to-treat principles.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (investigator)
- Number of arms
- 2
- Model description
- Two parallel arms: PSVR2-based VR anatomy vs. classical anatomy teaching, allocated 1:1
| Arm | Type | Receives |
|---|---|---|
| VR Group | Experimental | Other: VR-based virtual reality anatomy module30-35-minute wrist anatomy education delivered via PlayStation 5 console with PlayStation VR2 headset using an immersive interactive wrist anatomy module. |
| Classical Group | Active comparator | Other: Standard classroom anatomy lecture30-35-minute faculty-led standard anatomy education covering wrist anatomy using didactic lecture, printed anatomical atlas, and a 3D anatomical model. |
Who may qualify
- Ages
- 18 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (4 listed)
- First-year medical student at Kyrenia University
- Age ≥ 18 years
- Voluntary participation
- Signed written informed consent
Key exclusion criteria (4 listed)
- First-year medical student at Kyrenia University
- Age ≥ 18 years
- Voluntary participation
- Signed written informed consent
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 |
|---|---|---|
| VR-based virtual reality anatomy moduleImmersive interactive wrist anatomy education delivered on PlayStation 5 with PlayStation VR2 headset; 30-35 minutes. | Other | VR Group |
| Standard classroom anatomy lectureFaculty-led didactic anatomy lecture on wrist anatomy using printed atlas and 3D anatomical model; 30-35 minutes. | Other | Classical Group |
Primary outcome
Post-test knowledge score
Time frame: Immediately after intervention (same day)
Knowledge assessment combining multiple-choice questions (MCQ) and a visual labeling task scored on a 0-30 scale; higher scores indicate better knowledge acquisition.
4 secondary outcomes
Retention test score
Time frame: 2-4 weeks after intervention
Learning satisfaction score
Time frame: Immediately after intervention
Cognitive load score
Time frame: Immediately after intervention
VR-related side effects
Time frame: Immediately after intervention
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 26 May 2026.
- Individual participant dataSharing planned: Undecided
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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.
2 sites in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing VR-based virtual reality anatomy module and Standard classroom anatomy lecture in people with Medical Education and Anatomy Education, run by University of Kyrenia at 2 sites in Cyprus.
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 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: looking for participants now, as of the sponsor's last update on 26 May 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 2 sites in Cyprus. 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?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
Contact Utku Gurhan, md (+905391126898, utkugrhn@gmail.com), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Post-test knowledge score (time frame: Immediately after intervention (same day)). 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 26 May 2026; AzTrials last refreshed its copy on 27 Oct 2026.