32 Participants Needed

Augmented Reality (AR) for Learning Difficulties

Recruiting at 1 trial location
TJ
MY
Overseen ByMan Yee Suen, MMedSc
Age: 18+
Sex: Any
Trial Phase: Academic
Sponsor: Stanford University
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)
Approved in 2 JurisdictionsThis treatment is already approved in other countries

Trial Summary

What is the purpose of this trial?

This is an international, collaborative study evaluating the non-technical skills (NTS) of anesthesiology residents. The goal is to explore the capability of performing a remote, international AR simulation for the purpose of assessing PALS during a medical crisis. Simulation experts in the United States will facilitate the AR simulations with anesthesiology residents in Hong Kong. The medical simulation itself is grounded in traditional best practices in accordance with the American Heart Association.

Do I need to stop taking my current medications for this trial?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the treatment Augmented Reality (AR) for Learning Difficulties?

Research shows that augmented reality (AR) and virtual reality (VR) are used in healthcare to enhance training and education, which can improve understanding and motivation. This suggests that AR might also help people with learning difficulties by making learning more engaging and interactive.12345

How does augmented reality (AR) treatment differ from other treatments for learning difficulties?

Augmented reality (AR) treatment is unique because it creates an interactive, learner-centered environment that enhances motivation and engagement, which is particularly beneficial for students with learning difficulties. Unlike traditional methods, AR provides a more flexible and immersive learning experience by adding virtual content to the real world, helping students visualize complex concepts and improve self-regulation skills.678910

Research Team

TJ

Thomas J Caruso, MD,PhD

Principal Investigator

Stanford University

Eligibility Criteria

This trial is for anesthesiology residents over the age of 18 who are interested in using Augmented Reality (AR) to improve their non-technical skills during medical crises. It's not suitable for those with nausea, a history of seizures or severe motion sickness, or those who wear corrective glasses as they're incompatible with AR equipment.

Inclusion Criteria

I am older than 18 years.

Exclusion Criteria

Wearing corrective glasses (not compatible with the AR hardware)
History of severe motion sickness
I currently experience nausea or have a history of seizures.

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Simulation Training

Participants undergo remote, international AR simulation to assess non-technical skills during a medical crisis

1 day
1 session (virtual)

Follow-up

Participants are monitored for performance and usability immediately after simulation

immediate

Treatment Details

Interventions

  • Augmented Reality (AR)
Trial Overview The study tests how well anesthesiology residents can use AR technology to handle Pediatric Advanced Life Support (PALS) scenarios. Experts from the U.S. will remotely guide participants through AR simulations designed based on American Heart Association best practices.
Participant Groups
1Treatment groups
Experimental Treatment
Group I: Mixed Reality SimulationExperimental Treatment1 Intervention
Participants in the experimental arm will be introduced to workplace training modules through an Augmented Reality (AR) headset.

Find a Clinic Near You

Who Is Running the Clinical Trial?

Stanford University

Lead Sponsor

Trials
2,527
Recruited
17,430,000+

Findings from Research

The mobile game-based VR rehabilitation program (MoU-Rehab) significantly improved upper extremity function in stroke patients compared to conventional therapy, as measured by the Fugl-Meyer Assessment and other metrics.
The program was well-tolerated with no adverse effects reported, and patients expressed high satisfaction, indicating its feasibility as a rehabilitation tool for upper limb recovery after ischemic stroke.
Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke.Choi, YH., Ku, J., Lim, H., et al.[2019]
In a pilot study involving 24 neurosurgical patients, the use of a 360° augmented reality visualization platform (360 ARVP) significantly enhanced patients' understanding of their medical conditions and treatment plans, with a statistically significant improvement in their self-rated understanding (P < .0017).
95.8% of patients reported feeling more comfortable and included in their treatment decisions after using the 360 ARVP, indicating its potential as an effective tool for patient education in a clinical setting.
The First Pilot Study of an Interactive, 360° Augmented Reality Visualization Platform for Neurosurgical Patient Education: A Case Series.Lee, JJ., Klepcha, M., Wong, M., et al.[2022]
This review aims to develop and refine a program theory to understand how augmented reality (AR) and virtual reality (VR) can effectively train health and care providers, addressing the mixed evidence on their effectiveness in various settings.
The study will systematically analyze existing theories and empirical evidence to identify the contexts and mechanisms that influence the success of AR/VR training programs, ultimately aiming to enhance the quality of care and promote evidence-based practices in healthcare.
Upskilling health and care workers with augmented and virtual reality: protocol for a realist review to develop an evidence-informed programme theory.Gasteiger, N., van der Veer, SN., Wilson, P., et al.[2023]

References

Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke. [2019]
The First Pilot Study of an Interactive, 360° Augmented Reality Visualization Platform for Neurosurgical Patient Education: A Case Series. [2022]
Upskilling health and care workers with augmented and virtual reality: protocol for a realist review to develop an evidence-informed programme theory. [2023]
Virtual reality, augmented reality…I call it i-Reality. [2020]
Exploratory Application of Augmented Reality/Mixed Reality Devices for Acute Care Procedure Training. [2022]
Augmented reality in medical education? [2023]
The effect of modern technology app on the self-regulation skills of students with disabilities. [2022]
Augmented Reality in Educational Inclusion. A Systematic Review on the Last Decade. [2020]
A Lean UX Process Model for Virtual Reality Environments Considering ADHD in Pupils at Elementary School in COVID-19 Contingency. [2021]
10.United Statespubmed.ncbi.nlm.nih.gov
Assistive technology and learning disabilities: today's realities and tomorrow's promises. [2019]
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