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CompletedNCT07242937Updated Nov 21, 2025

How Cultural Background Affects Cognitive and Motor Learning Using Virtual Reality

An observational study in Cognitive Function, Neuroplasticity and Motor Skills, sponsored by Bahçeşehir University. Completed at 1 site in Turkey (Türkiye). Open to participants aged 17 Years to 35 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2025-11-21.

Sponsored by Bahçeşehir University · Observational

Study type
Observational
Model
Case-control
Time perspective
Prospective
Enrollment
43
Ages
17 Years to 35 Years
Sex
All
01

Study summary

This observational study examined how long-term cultural background is associated with differences in cognitive and motor learning within a virtual reality environment. Forty-three healthy university students participated in four days of standardized assessment procedures involving cognitive testing, fine-motor evaluation, and performance on a virtual reality (VR) task. Participants were classified into two pre-existing groups based on long-term cultural exposure: a Home group (lived mainly in their native country) and an Abroad group (lived abroad for at least ten years). All participants completed the same assessment procedures. The study observed natural variations in cognitive performance, motor coordination, and VR learning progression across sessions.

Read the detailed description

This observational study examined how long-term cultural background is associated with differences in cognitive and motor learning within a virtual reality (VR) environment. The study used a case-control design based on naturally existing groups. Participants were not assigned to conditions. Instead, they were classified into two groups according to their long-term cultural exposure: a Home group (lived primarily in their native country for at least ten years) and an Abroad group (lived abroad for at least ten years).

All participants followed the exact same schedule and attended the study sessions on four fixed days: Monday, Wednesday, Friday, and the following Monday. This controlled scheduling ensured that all participants experienced the same time intervals between sessions, eliminating variability due to inconsistent spacing.

During Day 1, participants completed baseline assessments, including:

CogniFit cognitive battery, evaluating attention, memory, processing speed, and executive functions

Purdue Pegboard Test, assessing fine-motor coordination

IFIS scale (Index of Fit Self-Perception) to assess physical fitness

Cultural Intelligence Scale (CQS) to measure cultural intelligence

After completing the baseline assessments on Day 1, participants performed the standardized VR learning task (Beat Saber).

On Days 2 and 3 (Wednesday and Friday), participants completed only the VR Beat Saber task. These sessions were used to measure progression of visuomotor learning, accuracy, speed, and performance over time.

On Day 4 (the following Monday), participants again completed:

CogniFit cognitive battery

Purdue Pegboard Test

The VR Beat Saber task

Repeating these tests on Day 4 allowed the study to evaluate changes in cognitive performance and motor coordination across the study period, as well as overall VR learning progression.

All procedures and assessments were identical for both groups. The study did not manipulate behavior or deliver interventions; instead, it observed naturally occurring differences in learning and performance across participants with different long-term cultural backgrounds. This design allowed the analysis of how cultural exposure may relate to cognitive adaptation, motor learning, and VR-based task progression. No biospecimens were collected.

02

Conditions studied

  • Cognitive Function
  • Neuroplasticity
  • Motor Skills
  • Virtual Reality
  • Cross-Cultural Comparison
03

In context

Lead sponsor

Bahçeşehir University is the lead sponsor of 117 studies on the registry; 22 are open to participants now.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
17 Years to 35 Years
Sexes eligible
All
Accepts healthy volunteers
Yes
Sampling method
Non-probability sample

Study population

Healthy university students aged 17-35. Participants were divided into two cohorts based on long-term cultural exposure: Home group (lived in their home country for at least ten years) and Abroad group (lived abroad for at least ten years). All participants were fluent in English and completed four days of cognitive assessments and VR gameplay sessions.

Inclusion criteria

  • Healthy university students aged 17-35
  • Lived at least ten years in either their home country (Home group) or abroad (Abroad group)
  • Fluent in English
  • Normal or corrected-to-normal vision
  • Able to use virtual reality headset and controllers
  • Provided informed consent

Exclusion criteria

Exclusion Criteria:

  • History of neurological or psychiatric disorders
  • Severe visual or motor impairment
  • Use of medications affecting cognition
  • Any condition preventing safe participation in VR tasks
05

Study design

Observational model
Case-control
Time perspective
Prospective
Enrollment
43 participants (actual)
Patient registry
No

Groups and cohorts

  • Home Group

    Participants who lived for at least ten years in their home country with no long-term intercultural exposure. All participants followed the same standardized assessment procedure, including cognitive testing, motor coordination testing, and virtual reality (VR) task performance. No interventions were assigned; the study compared natural learning differences between pre-existing cultural groups.

    Behavioral: Virtual reality beat saber training and cognitive and motor assessment

  • Abroad group

    Participants who lived abroad for at least ten years with long-term intercultural exposure. All participants completed the same standardized assessment procedure, identical to the Home group. No experimental intervention or assignment occurred.

    Behavioral: Virtual reality beat saber training and cognitive and motor assessment

Interventions

  • BehavioralVirtual reality beat saber training and cognitive and motor assessment

    All participants completed the same four-day assessment procedure consisting of cognitive evaluation (Cognitive Assessment Battery-Professional \[CAB PRO\]), fine-motor coordination testing (Purdue Pegboard Test), and performance on a virtual reality (VR) Beat Saber task using the Meta Quest 2 headset. These procedures were administered equally to all participants. No interventions were assigned; the study observed natural performance differences between pre-existing cultural groups.

06

What researchers measure

Primary outcomes

  1. Cognitive Performance Score (CogniFit CAB PRO)

    Computerized cognitive assessment measuring attention, memory, reasoning, and executive functions. Composite cognitive score is calculated using the Cognitive Assessment Battery-Professional \[CAB PRO\]) battery.

    Time frame: Day 1 and Day 4

Secondary outcomes

  1. Motor Dexterity (Purdue Pegboard Test)

    Fine-motor coordination assessed using the Purdue Pegboard Test, including dominant hand, non-dominant hand, both hands, and assembly scores.

    Time frame: Day 1 and Day 4

  2. VR Gameplay Accuracy (Beat Saber Cut Accuracy)

    Percentage of targets cut correctly during Beat Saber gameplay, reflecting visuomotor precision and learning progression.

    Time frame: Day 1 to Day 4

  3. VR Gameplay Performance (Beat Saber Combo Length)

    Maximum consecutive successfully hit targets ("combo streak") recorded during each virtual reality session to evaluate learning and consistency.

    Time frame: Day 1 to Day 4

07

Study locations

1 site
  • Bahcesehir University- Faculty of Health Sciences
    Istanbul, Turkey (Türkiye)
08

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Nov 21, 2025, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
09

Registry details

Key details

Study ID
NCT07242937
Lead sponsor
Bahçeşehir University
Collaborators
Cognifit
Responsible party
Yara Atef Skout (Principal investigator, Bahçeşehir University) — Principal investigator
First posted
Nov 21, 2025
Start date
Oct 14, 2024
Primary completion
Feb 17, 2025
Completion
Feb 17, 2025
Last update
Nov 21, 2025

Study contacts

Seda Gözener Canbülbül
study director · Bahçeşehir University

Oversight

FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

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This study is completed, as verified in Nov 2025. You cannot join it, but the record below documents what was studied.

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