Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
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.
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.
Not provided
Not provided
Not provided
Not provided
| Label | Type | Description | Intervention Names |
|---|---|---|---|
| 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. |
|
| 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. |
|
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| VR-based virtual reality anatomy module | Other | Immersive interactive wrist anatomy education delivered on PlayStation 5 with PlayStation VR2 headset; 30-35 minutes. |
|
| Measure | Description | Time Frame |
|---|---|---|
| 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. | Immediately after intervention (same day) |
| Measure | Description | Time Frame |
|---|---|---|
| Retention test score | Delayed knowledge retention assessment using MCQ plus visual labeling, identical format to post-test; 0-30 scale. | 2-4 weeks after intervention |
| Learning satisfaction score |
Not provided
Inclusion Criteria:
Exclusion Criteria:
Not provided
Not provided
Not provided
Not provided
Not provided
| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Utku Gurhan, md | Contact | +905391126898 | utkugrhn@gmail.com |
Not provided
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Dr. Suat Gunsel University of Kyrenia Hospital | Completed | Kyrenia | Keryneia | 60000 | Cyprus | |
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Two parallel arms: PSVR2-based VR anatomy vs. classical anatomy teaching, allocated 1:1
Not provided
Not provided
Outcome assessors scoring the post-test and retention test were blinded to group allocation.
| Standard classroom anatomy lecture | Other | Faculty-led didactic anatomy lecture on wrist anatomy using printed atlas and 3D anatomical model; 30-35 minutes. |
|
Participant-reported learning satisfaction using a 15-item Likert-type questionnaire; total score 15-75 where higher scores indicate greater satisfaction
| Immediately after intervention |
| Cognitive load score | Self-reported subjective cognitive load on a 0-10 scale (0 = no load, 10 = maximum load). | Immediately after intervention |
| VR-related side effects | Ordinal assessment of dizziness, nausea, and eye strain, each rated 0 (none) to 3 (severe). | Immediately after intervention |
| Dr. Suat Gunsel University of Kyrenia Hospital |
| Recruiting |
| Kyrenia |
| Cyprus |