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Cardiac Arrest (CA)VRNCT07846124

The Effect of Virtual Reality-Assisted Escape Room Experience

A study testing Virtual Reality-Supported Escape Room Training in people with Cardiac Arrest (CA), run by Ege University at 1 site in Turkey (Türkiye).

Active, not recruiting

Under way, not looking for participants. Everyone needed has enrolled. The study is still running.

Official record
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Trial summary

The aim of this study is to improve associate degree Dialysis Program students' Basic Life Support (BLS) knowledge and skills through a virtual reality (VR)-supported escape room intervention. Using a pretest-posttest experimental design, the study will include 60 students. Read more about this study

Who is it for?
Ages 18 years and olderHealthy volunteers can take part
Conditions the study is for
Cardiac Arrest (CA)
What is being tested?
Virtual Reality-Supported Escape Room Training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
60 participants
Where
1 siteTurkey (Türkiye)
Study dates
12 Dec 2025to 12 Oct 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

  • Students enrolled in the Associate Degree Dialysis Program
  • Aged 18 years or older
  • Able to communicate in Turkish
  • Voluntarily agree to participate in the study
  • Provide written informed consent
  • Have normal or corrected-to-normal vision
  • Have no previous professional training in advanced cardiopulmonary resuscitation

Who cannot join

  • Having a physical or cognitive condition that prevents participation in the training activities
  • Having a condition that prevents the use of virtual reality equipment
  • Having previous extensive experience with virtual reality-based educational applications Having previously received formal BLS training within the study period Not completing the pretest or posttest assessments Withdrawing from the study at any stage

Trial locations and contacts

1 site in 1 country.

Turkey (Türkiye)1 site
  • İzmir Kavram Meslekyüksek Okulu

    Izmir, İzmir, 35320

Other trials in Turkey (Türkiye)

About this study

Official title: The Effect of Virtual Reality-Assisted Escape Room Experience on Associate Degree Students'Basic Life Support Knowledge: An Experimental Study

The aim of this study is to improve associate degree Dialysis Program students' Basic Life Support (BLS) knowledge and skills through a virtual reality (VR)-supported escape room intervention. Using a pretest-posttest experimental design, the study will include 60 students. The experimental group will receive VR-based gamified BLS training, while the control group will receive traditional BLS training. Data will be collected using a Descriptive Information Form, the Virtual Reality Attitude Scale, and the Game Experience Scale. The study is expected to provide evidence on the use of VR and gamification as experiential learning approaches in BLS education.

Read the detailed description

Basic Life Support (BLS) encompasses life-saving interventions performed in emergency situations such as sudden cardiac arrest or respiratory failure. The effective and accurate delivery of BLS requires healthcare personnel to continuously update and improve their knowledge and skills. Traditional BLS training methods may not always adequately support students in engaging with realistic scenarios and developing critical decision-making skills. To address this limitation, virtual reality (VR) technologies have recently been integrated into educational processes as an innovative approach. By providing interactive and experiential learning environments, VR can enhance students' clinical skills and promote knowledge retention. Particularly in the context of CPR training, the literature has demonstrated that VR can improve the ability to perform technical parameters such as compression depth, rate, and speed accurately, while also increasing learning satisfaction.

In recent years, gamification has also emerged as an innovative educational approach aimed at reducing the digital gap between students and educators. Within gamification-based learning, escape room applications provide interactive learning environments designed to enhance students' problem-solving, communication, and teamwork skills.

The aim of this study is to improve the BLS knowledge and skills of associate degree dialysis program students through a VR-supported escape room scenario. The study is planned using a pretest-posttest experimental design and will be conducted with 60 students at the higher education institution where the study will take place between April and July 2026. Data will be collected using a Descriptive Information Form, the Virtual Reality Attitude Scale, and the Game Experience Scale.

Students in the experimental group will experience the VR scenario in groups of three. Each group will consist of one "Operator" and two "Guides." The Guides will monitor the VR screen and provide instructions to the Operator, and the roles may be rotated when necessary. The scenario will be initiated using QR codes and on-screen clues placed in the room and will focus on critical steps of CPR. The Virtual Reality Attitude Scale and Game Experience Scale will be administered to students in the experimental group. The implementation days will be scheduled so that the groups do not overlap, thereby preventing participants from observing clues encountered by other groups. The control group will receive BLS training using traditional methods, including face-to-face instruction and demonstration.

The data will be analyzed using SPSS version 23, and the relationships among variables will be examined using correlation and regression analyses. The study will be conducted in accordance with the principles of the Declaration of Helsinki. Data collection will commence following approval from the ethics committee and the relevant institutional authorities. Written informed consent will be obtained from all participants, and regular monitoring and evaluation meetings will be conducted by the research team throughout the study.

This study is expected to make an important contribution to the literature by being among the first associate degree-level applications to evaluate the effectiveness of VR-based gamified learning approaches in health education and by offering an innovative model for BLS training. Demonstrating the effectiveness of VR-supported gamification may provide health education institutions with evidence-based justification for updating educational standards and integrating experiential learning approaches of this kind into their curricula.

Being tested
Virtual Reality-Supported Escape Room Training, Control Intervention
Keywords
basic life support, virtual reality, game technology
Medical subject headings
Heart Arrest

What participants receive

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

  • Virtual Reality-Supported Escape Room TrainingBehavioural

    Participants will receive basic life support (BLS) training through a virtual reality (VR)-supported escape room scenario. Participants will work in groups of three, with one participant acting as the "Operator" and two participants serving as "Guides." The Guides will monitor the VR environment and provide verbal guidance to the Operator. Roles may be rotated during the activity. The scenario will include QR codes and on-screen clues and will focus on critical steps of cardiopulmonary resuscitation (CPR).

  • Control InterventionBehavioural

    Participants will receive basic life support (BLS) training using traditional educational methods, including face-to-face instruction and instructor-led demonstration.

Study groups in NCT07846124
Study groupRoleWhat they receive
Experimental GroupExperimentalParticipants will receive basic life support (BLS) training through a virtual reality (VR)-supported escape room scenario. Participants will work in groups of three, with one participant acting as the "Operator" and two participants serving as "Guides." The Guides will monitor the VR environment and provide verbal guidance to the Operator. Roles may be rotated during the activity. The scenario will include QR codes and on-screen clues and will focus on critical steps of cardiopulmonary resuscitation (CPR).
Receives: Behavioral: Virtual Reality-Supported Escape Room Training
Control GroupActive comparatorParticipants will receive basic life support (BLS) training using traditional educational methods, including face-to-face instruction and instructor-led demonstration.
Receives: Behavioral: Control Intervention

What is being measured

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

  1. Basic Life Support Knowledge and Skills

    Change in participants' basic life support knowledge and skills from baseline (pre-intervention) to immediately after the intervention (post-intervention), assessed using a standardized Basic Life Support knowledge and skills assessment.

    Measured: Baseline and immediately after the intervention

Timeline

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

  1. First posted29 Sep 2026
  2. Study start12 Dec 2025
  3. Primary completion12 Apr 2026
  4. Study completion12 Oct 2026 (estimated)

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
Health services research
Allocation
Randomised
Intervention model
Parallel groups
Masking
Single blind
Who is masked
Outcomes assessor
Enrolment
60 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07846124
Sponsor's protocol ID
2645
Acronym
VR
Status last verified
Sep 2026
First submitted
21 Sep 2026
Last updated
29 Sep 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Undecided

Questions about this trial

What is this clinical trial studying?

A study testing Virtual Reality-Supported Escape Room Training in people with Cardiac Arrest (CA), run by Ege 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 7 inclusion and 3 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: under way, not looking for participants, as of the sponsor's last update on 29 Sep 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 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?

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?

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?

Basic Life Support Knowledge and Skills (time frame: Baseline and immediately after the 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 29 Sep 2026.

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