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Metaverse-Based Education for Physiotherapy and Rehabilitation Students

S

Suleyman Demirel University

Status

Not yet enrolling

Conditions

Physical Therapy Education
Palpation Skills
Educational Interventions
Health Professions Education

Treatments

Other: Metaverse-Based Education Group
Other: Distance/Online Education Group
Other: Traditional Face-to-Face Education Group

Study type

Interventional

Funder types

Other

Identifiers

NCT07166705
05-12-2025/96/7

Details and patient eligibility

About

In the modern era, university students, especially those from Generation Z, are true digital natives who have grown up with technology and embraced it wholeheartedly. This hyper-cognitive generation has different characteristics than their predecessors and emphasizes educational approaches integrated with innovative technologies over traditional methods. Rather than traditional classroom learning, Generation Z prefers to learn through various media, such as digital games, YouTube videos, and smart devices. Science and technology have made rapid and transformative progress in recent decades. One of these developments is the emergence of the metaverse, a rapidly expanding three-dimensional virtual space. Neal Stephenson coined the term "metaverse" in his 1992 science fiction novel Snow Crash, combining the words "meta," meaning "transcendence and virtuality," and "verse," meaning "world and universe." Enhanced by technologies such as augmented reality (AR), virtual reality (VR), and artificial intelligence, the metaverse creates a 3D virtual sphere where individuals from around the world can come together for shared social interactions. It also serves as an arena for users to participate in various social activities. In recent years, significant events such as the pandemic, conflicts, seismic activity, and climate change have led to disruptions in higher education in certain countries. Due to the pandemic, there has been a significant shift towards distance learning platforms, and students have been denied various opportunities. Distance learning is defined as "an effective form of learning that is independent of time and place. It offers individuals the ability to conveniently configure and update educational materials electronically and integrate different technologies into the learning process. These technologies can be utilized 24/7." The goal of distance education is to ensure continuity of education and increase learner satisfaction. Consequently, universities have adopted various distance learning models to address these challenges and promote their students' academic success. Using the metaverse in education is a significant application area and is widely anticipated to be very promising in the future.

Enrollment

48 estimated patients

Sex

All

Ages

18+ years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • Being an undergraduate student in the Department of Physiotherapy and Rehabilitation
  • Having basic anatomy knowledge
  • Having sufficient time and resources to participate in training and complete assessments
  • Being 18 years of age or older
  • Being a volunteer and providing written consent

Exclusion criteria

  • Having previously received comprehensive palpation training
  • Those at High Risk of Absence During Training
  • Participants who lack the necessary hardware and internet access, especially for online and metaverse groups

Trial design

Primary purpose

Other

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

48 participants in 3 patient groups

Metaverse-Based Education Group
Experimental group
Treatment:
Other: Metaverse-Based Education Group
Distance/Online Education Group
Experimental group
Treatment:
Other: Distance/Online Education Group
Traditional Face-to-Face Education Group
Experimental group
Treatment:
Other: Traditional Face-to-Face Education Group

Trial contacts and locations

0

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Central trial contact

Mesut ERGAN

Data sourced from clinicaltrials.gov

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