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).
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
- Type of treatment
- Lifestyle or therapy programme
- 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
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.
- Conditions
- Cardiac Arrest (CA)
- 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 group | Role | What they receive |
|---|---|---|
| Experimental Group | Experimental | 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). Receives: Behavioral: Virtual Reality-Supported Escape Room Training |
| Control Group | Active comparator | Participants 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.
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.
- First posted29 Sep 2026
- Study start12 Dec 2025
- Primary completion12 Apr 2026
- Study completion12 Oct 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Cardiac Arrest (CA)Studies of the same condition, open and under way.
- More trials run by Ege UniversityThe sponsor's other registered studies.
- 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
- Health services research
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 60 participants (actual)
Sponsor and investigators
- Lead sponsor
- Ege University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Duygu Akbas Uysal, Ege University
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
Study at a glance
From the registry record, last updated by the sponsor on 29 Sep 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effect of Virtual Reality-Assisted Escape Room Experience on Associate Degree Students'Basic Life Support Knowledge: An Experimental Study
- ClinicalTrials.gov ID
- NCT07846124
- Acronym / sponsor ID
- VR / 2645
- Conditions
- Cardiac Arrest (CA)
- Keywords
- basic life support, virtual reality, game technology
- Study type
- Interventional
- Recruitment status
- Active, not recruiting
- Enrolment
- 60 participants (actual)
- Lead sponsor
- Ege UniversityUniversity, hospital or other
- Study start
- 12 Dec 2025 (actual)
- Primary completion
- 12 Apr 2026 (actual)
- Study completion
- 12 Oct 2026 (estimated)
- First posted
- 29 Sep 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.
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.
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.
Study design
- Primary purpose
- Health services research
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Experimental Group | Experimental | Behavioral: Virtual Reality-Supported Escape Room TrainingParticipants 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 Group | Active comparator | Behavioral: Control InterventionParticipants will receive basic life support (BLS) training using traditional educational methods, including face-to-face instruction and instructor-led demonstration. |
Who may qualify
- Ages
- 18 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (7 listed)
- 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
Key exclusion criteria (3 listed)
- 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
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-Supported Escape Room TrainingParticipants 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). | Behavioural | Experimental Group |
| Control InterventionParticipants will receive basic life support (BLS) training using traditional educational methods, including face-to-face instruction and instructor-led demonstration. | Behavioural | Control Group |
Primary outcome
Basic Life Support Knowledge and Skills
Time frame: Baseline and immediately after the intervention
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.
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 29 Sep 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. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
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.