The Effects of Virtual Reality-Based Practical Training on Physical Therapy Students

NCT07003217 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 52

Last updated 2025-06-24

No results posted yet for this study

Summary

The purpose of this study is to investigate the effects of virtual reality (VR)-based education and video watching-based education on physical therapy students' learning satisfaction, technology acceptance, learning motivation, and learning achievement during musculoskeletal special test training. As technology continues to evolve, tech-assisted learning has emerged as a notable approach in modern education. Among these technologies, VR has gained significant attention for its ability to provide immersive and interactive learning environments for both educators and students. VR applications have expanded into the medical field and are increasingly integrated into health science education. Recently, VR tools have moved beyond desktop-based systems to more accessible platforms like mobile apps and head-mounted displays. In medical education, 3D environments enable engaging and self-directed learning that helps learners understand anatomical structures and build confidence in practical skills. In physical therapy, practical education is important, as therapists must accurately choose and perform special tests. Studies suggest that VR-based training is effective in practical education in physical therapy. Although VR has been applied in rehabilitation for stroke and osteoarthritis patients, VR-based educational research targeting undergraduate physical therapy students is lacking. This study hypothesizes that VR-based practical education is more effective than traditional video watching-based education in improving students' learning satisfaction, technology acceptance, learning motivation, and learning achievement. Participants will be randomly assigned to a VR-based experimental group or a video watching-based control group.

Conditions

  • Healthy Volunteers - Male and Female

Interventions

BEHAVIORAL

Virtual Reality-based practical education

VR-based practical education is an interactive learning method that utilizes virtual reality, where participants engage in a 3D environment for learning.

BEHAVIORAL

Video Watching-based practical education

Video Watching-based practical education is a passive learning method, where information is delivered solely through video viewing.

Sponsors & Collaborators

  • Sahmyook University

    lead OTHER

Principal Investigators

  • Hyoshil Yoon, Ph.D. Candidate · Sahmyook University

Study Design

Allocation
RANDOMIZED
Purpose
OTHER
Masking
SINGLE
Model
PARALLEL

Eligibility

Sex
ALL
Healthy Volunteers
Yes

Timeline & Regulatory

Start
2024-04-16
Primary Completion
2024-05-22
Completion
2024-05-22

Countries

  • South Korea

Study Locations

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT07003217 on ClinicalTrials.gov