An interventional study of VR-based virtual reality anatomy module and Standard classroom anatomy lecture in Medical Education and Anatomy Education, sponsored by University of Kyrenia. Recruiting at 2 sites in Cyprus. Open to participants aged 18 Years and older, including healthy volunteers. Per ClinicalTrials.gov, last updated 2026-05-26.
Sponsored by University of Kyrenia · Not applicable, Interventional, and Other
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.
University of Kyrenia is the lead sponsor of 2 studies on the registry; 2 are open to participants now.
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Exclusion Criteria:
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Before you join, the study team explains what taking part involves — its purpose, what happens, the risks and possible benefits — and answers your questions, so you can decide freely. Consent is usually recorded on a form (the informed consent form, ICF) signed by you or, where the law allows, by someone legally authorised to decide for you.
You can keep asking questions during the study, you are told of new information that matters, and you can choose to leave at any time.
Informed consent
Before you join, the study team explains what taking part involves — its purpose, what happens, the risks and possible benefits — and answers your questions, so you can decide freely. Consent is usually recorded on a form (the informed consent form, ICF) signed by you or, where the law allows, by someone legally authorised to decide for you.
You can keep asking questions during the study, you are told of new information that matters, and you can choose to leave at any time.
Explained by clinicaltrials.gg, not part of the registry record. The study team decides who can take part.
30-35-minute wrist anatomy education delivered via PlayStation 5 console with PlayStation VR2 headset using an immersive interactive wrist anatomy module.
Other: VR-based virtual reality anatomy module
30-35-minute faculty-led standard anatomy education covering wrist anatomy using didactic lecture, printed anatomical atlas, and a 3D anatomical model.
Other: Standard classroom anatomy lecture
Immersive interactive wrist anatomy education delivered on PlayStation 5 with PlayStation VR2 headset; 30-35 minutes.
Faculty-led didactic anatomy lecture on wrist anatomy using printed atlas and 3D anatomical model; 30-35 minutes.
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.
Time frame: Immediately after intervention (same day)
Retention test score
Delayed knowledge retention assessment using MCQ plus visual labeling, identical format to post-test; 0-30 scale.
Time frame: 2-4 weeks after intervention
Learning satisfaction score
Participant-reported learning satisfaction using a 15-item Likert-type questionnaire; total score 15-75 where higher scores indicate greater satisfaction
Time frame: Immediately after intervention
Cognitive load score
Self-reported subjective cognitive load on a 0-10 scale (0 = no load, 10 = maximum load).
Time frame: Immediately after intervention
VR-related side effects
Ordinal assessment of dizziness, nausea, and eye strain, each rated 0 (none) to 3 (severe).
Time frame: Immediately after intervention
Not enrolling at this site.
Plan to share: Undecided
No publications or documents are linked to this record.
Started May 2026 (actual). Primary completion is estimated for Jun 2026, 1 month after the start.
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