Effect of virtual reality-based simulation using an ischemic stroke scenario: A randomized study
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Updated: Nov 7, 2026

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
Published on: March 8, 2018
Eun Jung Ko1, Hyun Kyoung Kim2
1Department of Nursing, Far East University, Eumsung, South Korea.
Aim:
To evaluate a six-week program integrating virtual reality (VR) and high-fidelity simulation (HFS) for ischemic stroke nursing compared with HFS alone.
Background:
The additional educational benefits of integrating VR with HFS require evaluation across learning outcomes and over time.
Design:
An individually randomized, single-blind, two-group trial.
Methods:
Fifty-two nursing students were randomized equally to VR-integrated HFS or HFS alone. Outcomes were assessed at baseline, immediately post-intervention and four weeks later. The main complete-case analysis included 47 students. Linear mixed-effects models included participant and course-section random intercepts, with Holm adjustment. An intention-to-treat analysis included all 52 students using available observations under a missing-at-random assumption.
Results:
Group-by-time interactions were significant for all four outcomes. Learning engagement and self-reported clinical competence were higher in the intervention group immediately post-intervention, but not at follow-up. The immediate between-group mean difference in clinical competence was 19.99 points (95% confidence interval, 7.89-32.09). Metacognition was higher immediately post-intervention and at follow-up. Academic self-efficacy did not differ significantly between groups at either post-intervention assessment. The intention-to-treat analysis showed the same pattern of statistical significance.
Conclusions:
VR-integrated HFS was associated with immediate advantages in learning engagement and clinical competence and a sustained metacognition advantage at four weeks. Larger studies with objective performance assessments and longer follow-up are needed.
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