Impacts of Immersive Virtual Reality (iHealthEd-IVR) and a Mobile Online Game (V-Care) on Interprofessional Education
NCT07474701 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 271
Last updated 2026-03-16
Summary
The goal of this randomised controlled trial is to compare the effectiveness of IVR and game-based learning in Interprofessional education (IPE), with significant implications for IPE delivery.
The main question it aims to answer is:
Does IVR or game-based learning enhance students' interprofessional competencies and learning outcomes in IPE? Which modalities optimise the educational effectiveness for IPE implementation among healthcare students between IVR and game-based learning?
Researchers will compare the effectiveness of both IVR training and a mobile gaming platform and identify the optimal modality for IPE implementation.
Participants will be randomly assigned to 2 groups:
the IVR group that received a one-week IPE training with Immersive Virtual Reality (iHealthEd-IVR); the web-based group that received a one-week IPE training with a web-based serious game (V-Care).
Conditions
- Interprofessional Education
- Serious Games
Interventions
- OTHER
-
IVR group
a one-week IPE training with Immersive Virtual Reality (iHealthEd-IVR) training for healthcare students, which is embedded in the course
- OTHER
-
web-based group
a one-week IPE training with a web-based serious game (V-Care) training for healthcare students, which is embedded in the course
Sponsors & Collaborators
-
The Hong Kong Polytechnic University
lead OTHER
Principal Investigators
-
Justina Liu, PhD · School of Nursing, The Hong Kong Polytechnic University
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Min Age
- 18 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2024-09-02
- Primary Completion
- 2024-10-31
- Completion
- 2024-11-30
Countries
- Hong Kong
Study Locations
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