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Effects of Immersive VR, Non-Immersive VR, and 3D-Printed Models on Anatomy Learning and Cognitive Load

Healthy · Health Knowledge, Attitudes, Practice

LO ESENCIAL

De qué trata este estudio

El registro indica que este estudio recluta participantes. La disponibilidad puede variar por centro.

Tipo de estudio
De intervención
Fase
No aplica
Rango de edad
18 años - 40 años
Sexo admitido
Todos los sexos
Voluntarios sanos
Aceptados
Participantes
90 Estimado

Estos son puntos de partida, no una decisión de elegibilidad. El equipo debe revisar todos los requisitos.

Las explicaciones y la navegación están en español. Los textos proporcionados por el registro, incluidos títulos, resúmenes y criterios, se conservan en su idioma original. Puedes pedir orientación en español a WCR.

Acerca de la investigación

Interactions with virtual content can enhance the creation and retention of knowledge. While some studies have found that learning methods involving the body-such as tactile manipulation-can lead to deeper understanding and higher achievement scores, other studies suggest that highly embodied tasks may limit the effectiveness of education by placing excessive cognitive or physical demands on learners. This study aims to compare the effects of different forms of visual representation and interaction (2D, digital 3D, physical 3D) on learning performance, presence, embodiment, and cognitive load among college students.

¿Quién podría participar?

La lista siguiente contiene el texto del patrocinador. Puede incluir condiciones, tratamientos previos, resultados de pruebas y otros requisitos. Aparecer en tu búsqueda no significa que califiques.

Inclusion Criteria:

  • Willing to participate
  • Titmus stereopsis score \>40 arc/s

Exclusion Criteria:

  • Previous experience of bone models either in real world or virtual reality
  • History of upper extremity trauma in past 6 months
  • Total or partial eye sight lost
  • History of photosensitive epilepsy or visually triggered seizures
  • Active vestibular disorders or a history of severe VR-induced motion sickness that could interfere with participation
Entiende la evaluación inicial

Tratamiento, grupos y participación

El registro puede describir tratamientos y duración sin incluir un calendario completo. Pide al equipo las visitas, procedimientos, riesgos, costos y alternativas. Mantén tu atención habitual salvo que tu médico te indique un cambio.

Asignación
Asignación al azar
Enmascaramiento
Enmascaramiento simple
Immersive Virtual Reality

Following the theoretical lecture, participants in this group will receive anatomy training in an immersive virtual reality environment using a head-mounted display. They will actively manipulate, rotate, and examine the 3D models of the carpal bones, L2 vertebra, and sacrum to explore their anatomical structures.

Other: Immersive Virtual Reality Experience

Non-Immersive Virtual Reality

Following the theoretical lecture, participants in this group will receive anatomy training in a non-immersive virtual reality environment using the same anatomy software as the immersive VR group, with the virtual environment displayed on a wall through a projector instead of a head-mounted display. They will directly manipulate, rotate, and examine the same 3D models of the carpal bones, L2 vertebra, and sacrum to explore their anatomical structures.

Other: Non-Immersive Virtual Reality Experience

3D printed model

Following the theoretical lecture, participants in this group will receive anatomy training using 3D-printed anatomical models produced from the same 3D files used in the virtual reality groups. They will directly handle, manipulate, rotate, and examine the physical models of the carpal bones, L2 vertebra, and sacrum to explore their anatomical structures through hands-on interaction.

Other: 3D printed model Experience

Immersive Virtual Reality Experience OTHER

All participants in the three groups will receive a 60-minute theoretical lecture on the anatomy of the carpal bones, L2 vertebra, and sacrum, supported by slides containing two-dimensional anatomical illustrations.Following the theoretical lecture, parti

Non-Immersive Virtual Reality Experience OTHER

All participants in the three groups will receive a 60-minute theoretical lecture on the anatomy of the carpal bones, L2 vertebra, and sacrum, supported by slides containing two-dimensional anatomical illustrations. Following the theoretical lecture, participants in the non-immersive virtual reality group will use the same anatomy education application as the immersive VR group, with the virtual environment displayed on a wall using a short-throw projector. Participants will examine the anatomical structures of the carpal bones, L2 vertebra, and sacrum through direct manipulation of the projected 3D models.

3D printed model Experience OTHER

All participants in the three groups will receive a 60-minute theoretical lecture on the anatomy of the carpal bones, L2 vertebra, and sacrum, supported by slides containing two-dimensional anatomical illustrations. Following the lecture, participants in the 3D-printed anatomical model group will examine the prominent anatomical structures of these bones for 30 minutes through direct manipulation of three-dimensional physical models.

Prepara tus preguntas

Qué evalúan los investigadores

Estas medidas indican qué se estudia. No prueban que un tratamiento funcione.

Medidas principales

Exam Scores

Plazo: Baseline, day 1, and 8 weeks later

To assess students' baseline knowledge of anatomical terminology and general anatomy, a general knowledge test will be administered before the pre-test, and participants will be allocated to groups based on their test scores. Learning performance will be assessed using a 20-item multiple-choice test and a five-station Objective Structured Practical Examination (OSPE), administered before and after the intervention. The assessments will cover bony landmarks, anatomical relationships, important anatomical structures, attachment sites, and functions.

Medidas secundarias

Cyber-Sickness Questionnaire in Virtual Reality

Plazo: Baseline, within 30 minutes after intervention

Participants will be asked to assess post-session side effects using the Cyber-Sickness Questionnaire in Virtual Reality (CSQ-VR). The CSQ-VR is a 7-point Likert scale consisting of six questions that assess three types of cyber-sickness symptoms: Nausea, Vestibular, and Oculomotor. There are two questions for each symptom category. Participants rate the presence and intensity of each symptom on a scale ranging from "1 - none" to "7 - severe." The CSQ-VR provides a total score, which is the sum of the three subscores, with a maximum score of 42 (14 for each subscore).

Cognitive Load Assessment

Plazo: within 30 minutes after intervention, 8 weeks later

The Different Types of Cognitive Load Scale will be used to assess cognitive load. The scale consists of 10 items, each rated from 0 to 10. Lower scores indicate lower cognitive load, whereas higher scores indicate higher cognitive load. Each item is rated from 1 to 10, yielding a total score ranging from 10 to 100, with higher scores indicating greater reported cognitive load.

Instructional Materials Motivation Survey

Plazo: within 30 minutes after intervention

The Instructional Materials Motivation Survey (IMMS) will be used to assess changes in students' motivation to learn associated with the instructional methods employed. The original questionnaire consists of 36 items and evaluates motivation across four subscales: attention, relevance, confidence, and satisfaction. Each item is rated on a five-point Likert scale, with total scores ranging from 36 to 180 for the original version and from 24 to 120 for the 24-item Turkish adaptation; higher scores indicate greater motivation.

Test Anxiety Inventory

Plazo: baseline, within 30 minutes after intervention

The Test Anxiety Inventory (TAI) will be used to assess students' cognitive and emotional responses to examination-related anxiety. The inventory consists of 20 items rated on a four-point Likert scale and comprises two subscales: worry and emotionality. Total scores range from 20 to 80, with higher scores indicating greater test anxiety.

Assessment of the Sense of Realism and Enjoyment of the Application

Plazo: within 30 minutes after intervention

Participants will complete a feedback questionnaire evaluating the learning instruments using a visual analogue scale ranging from 0 (not at all) to 10 (extremely).

MEC Spatial Presence Questionnaire

Plazo: within 30 minutes after intervention

The MEC Spatial Presence Questionnaire (MEC-SPQ) will be used to assess participants' sense of spatial presence in virtual environments. The questionnaire consists of 64 items across eight subscales: Attention Allocation, Spatial Situation Model, Spatial Presence: Self-Location, Spatial Presence: Possible Actions, Higher Cognitive Involvement, Suspension of Disbelief, Domain-Specific Interest, and Visual Spatial Imagery. Each item is rated on a five-point Likert scale ranging from 1 (strongly disagree) to 5 (strongly agree). The theoretical total score ranges from 64 to 320, while individual subscale scores range from 8 to 40. Higher scores on the spatial presence subscales indicate a stronger sense of presence in the virtual environment.

El registro no indica resultados publicados.

Revisa las tablas completas y sus limitaciones en el registro oficial.

Abrir resultados oficiales ↗

Centros de investigación (1)

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1 centros

Faculty of Health Sciences Bolu Abant Izzet Baysal UniversityBolu, Merkez, Turkey (Türkiye)Reclutando
Ramazan Kurul, Ph.DCONTACTramazankurul2@hotmail.com+905436414731
Ramazan Kurul, Ph.DPRINCIPAL_INVESTIGATOR
Ver ubicación en el mapa ↗

Equipo y fechas

Patrocinador principal
Abant Izzet Baysal University
Inicio del estudio
1 oct 2026 Real
Finalización primaria
1 feb 2027 Estimado
Finalización del estudio
1 mar 2027 Estimado
Primera publicación
21 oct 2026 Real
Última actualización
10 nov 2026 Real

Contactos oficiales del estudio

Enes Tayyip Benli, phdCONTACTenestayyipbenli@gmail.com+905436414731
Título oficial del estudio

The Effect of Immersive Virtual Reality, Non-Immersive Virtual Reality, and 3D-Printed Models on Learning Performance and Cognitive Load in Anatomy Education

EL PRÓXIMO PASO, CON APOYO HUMANO

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Fuente: API v2 de ClinicalTrials.gov. Patrocinadores e investigadores envían la información. La NLM no aprueba la seguridad ni la ciencia de todos los estudios registrados. Aviso del registro.

Consultado: 12 nov 2026 · Última actualización del registro: 10 nov 2026