Trials / Completed
CompletedNCT06624124
SimuVersity Medical Center: Pain and Opioid Management Training in Diverse Patient Populations
- Status
- Completed
- Phase
- N/A
- Study type
- Interventional
- Enrollment
- 74 (actual)
- Sponsor
- Medical University of South Carolina · Academic / Other
- Sex
- All
- Age
- 18 Years – 80 Years
- Healthy volunteers
- Accepted
Summary
This study aims to compare the effectiveness of the new educational activity/game (a novel, engaging digital-training plus interaction with virtual patients to practice skills) in meeting clinical learning objectives and outcomes compared to traditional didactic (powerpoint slide-based training and text-base case scenarios) approaches to provider and student education and satisfaction.
Detailed description
Management of chronic pain and opioid use/misuse is challenging for clinicians and students, especially when working with diverse and underserved patient populations, and very few low-cost, flexible, highly-engaging, and effective learning resources are available to help the healthcare workforce best learn to manage these unique health concerns. Gamification holds promise as a user-friendly, fun, engaging and effective teaching strategy, especially for healthcare applications. SimuVersity Medical Center is an immersive 3D gaming platform that will engage students and practicing clinicians in a unique and captivating learning experience focused on pain and opioid management in diverse patient groups. SimuVersity Medical Center is an innovative platform solution to education and training in specialty topics in healthcare. This novel learning platform will permit learners to explore a 3D virtual hospital space and can interact with objects, virtual colleagues/trainers and virtual patients (imbued with artificial intelligence) to learn and practice new clinical skills. The platform is built for ease-of-use with simple character controls that non-game-savvy learners find intuitive and easy. The graphical interface is clean and clear and the software runs on all modern computing platforms. The control intervention consists of traditional powerpoint slide-based training and text-base case studies for review. This study aims to compare the effectiveness of the new educational activity/game (a novel, engaging digital-training plus interaction with virtual patients to practice skills) in meeting clinical learning objectives and outcomes compared to traditional didactic (powerpoint slide-based training and text-base case scenarios) approaches to provider and student education and satisfaction.
Conditions
Interventions
| Type | Name | Description |
|---|---|---|
| BEHAVIORAL | Gamified Training in Diversity Considerations in the Management of Pain and Opioid Use | Use of a video game-based training platform |
| BEHAVIORAL | Traditional Training in Diversity Considerations in the Management of Pain and Opioid Use | Use of a traditional text-based training platform |
Timeline
- Start date
- 2025-04-01
- Primary completion
- 2025-07-31
- Completion
- 2025-07-31
- First posted
- 2024-10-02
- Last updated
- 2025-08-11
Locations
1 site across 1 country: United States
Source: ClinicalTrials.gov record NCT06624124. Inclusion in this directory is not an endorsement.