36 Participants Needed

Augmented Reality for Learning Difficulties

TJ
MY
Overseen ByMan Yee Suen
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 NTS during a neonatal medical crisis. Simulation experts in the United States will facilitate the AR simulations with anesthesiology residents in Chile. The medical simulation itself is grounded in traditional best practices in accordance with the American Heart Association and Neonatal Resuscitation Program.

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

The trial information does not specify whether you need to stop taking your current medications. It seems focused on evaluating skills rather than medication use, so you likely won't need to stop, but it's best to confirm with the trial organizers.

What data supports the effectiveness of the treatment Augmented Reality (AR), Immersive Virtual Environment (IVE), Virtual Reality (VR), Augmented Reality (AR) for learning difficulties?

Research shows that augmented reality (AR) and virtual reality (VR) are used in healthcare to improve training and education, suggesting they could help with learning difficulties by making learning more engaging and interactive.12345

How does the treatment Augmented Reality (AR) differ from other treatments for learning difficulties?

Augmented Reality (AR) offers a unique, interactive learning experience by adding virtual elements to the real world, which can enhance motivation, engagement, and understanding for students with learning difficulties. Unlike traditional methods, AR provides a learner-centered environment that can be tailored to individual needs, making learning more flexible and inclusive.678910

Research Team

TJ

Thomas J Caruso, MD,PhD

Principal Investigator

Stanford University

Eligibility Criteria

This clinical trial is open to anesthesiology residents over the age of 18 who are interested in using Augmented Reality (AR) for medical training. It focuses on non-technical skills during neonatal medical crises. Participants will engage in AR simulations facilitated by experts from the United States.

Inclusion Criteria

I am over 18 years old.

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Simulation

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

1 day
1 visit (virtual)

Follow-up

Participants are monitored for performance assessment immediately after simulation

immediate

Treatment Details

Interventions

  • Augmented Reality (AR)
Trial Overview The study tests the effectiveness of AR technology in assessing and improving non-technical skills among anesthesiology residents during simulated neonatal emergencies, following American Heart Association and Neonatal Resuscitation Program guidelines.
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.

Augmented Reality (AR) is already approved in United States for the following indications:

🇺🇸
Approved in United States as Augmented Reality (AR) for:
  • Medical education
  • Anesthesiology training
  • Neonatal medical crisis simulation

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

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]
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]
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

The First Pilot Study of an Interactive, 360° Augmented Reality Visualization Platform for Neurosurgical Patient Education: A Case Series. [2022]
Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke. [2019]
Upskilling health and care workers with augmented and virtual reality: protocol for a realist review to develop an evidence-informed programme theory. [2023]
Exploratory Application of Augmented Reality/Mixed Reality Devices for Acute Care Procedure Training. [2022]
Virtual reality, augmented reality…I call it i-Reality. [2020]
The effect of modern technology app on the self-regulation skills of students with disabilities. [2022]
Augmented reality in medical education? [2023]
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]
Dataset of user interactions across four large pilots on the use of augmented reality in learning experiences. [2023]
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