The goal of this clinical trial is to examine the effectiveness and safety of the VR FLOAT application as a tool to reduce negative thoughts and feelings and anxiety symptoms in students with high levels of stress and anxiety. The main questions it aims to answer are: 1. Will subjects with high levels of anxiety who will use the FLOAT application experience a more significant relief in feelings of anxiety compared to subjects in the control group? 2. Will subjects who are used to using technology find greater comfort in using VR compared to subjects who are not used to it? 3. What is the degree of satisfaction with the use of VR and are there any reports of side effects?Participants will \[describe the main tasks participants will be asked to do, treatments they'll be given and use bullets Researchers will compare control group to see The comparison between using FLOAT as a regulation strategy after psychoeducation on emotional regulation and cognitive-behavioral use of a regulation strategy after the same psychoeducation
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
SINGLE
Enrollment
62
The experimenter gives the subject psychoeducation about emotional regulation and distraction strategy with the help of a conversation and a presentation.
The subject should wear the VR device, and use the FLOAT application.
psychoeducation on emotional regulation and distraction strategy + Application
University of Haifa
Haifa, Israel
situational anxiety before session
The State-Trait Anxiety Inventory (STAI) questionnaire. range 20 to 100, with a higher score representing higher levels of anxiety
Time frame: a week
situational anxiety after session
The State-Trait Anxiety Inventory (STAI) questionnaire. range 20 to 100, with a higher score representing higher levels of anxiety
Time frame: a week
satisfaction with life
Satisfaction with Life Scale (SWLS). 5 to 35. A high score represents higher life satisfaction and a lower score represents a lower life satisfaction
Time frame: baseline
satisfaction with life
Satisfaction with Life Scale (SWLS). 5 to 35. A high score represents higher life satisfaction and a lower score represents a lower life satisfaction
Time frame: week 3, after intervention
Ease of using the technology
System Usability Scale (SUS). scale from 0 to 100. A score higher than 70 indicates good usability, while a score lower than 50 indicates low usability.
Time frame: week 3, after intervention
The FLOAT user experience
A semi-structured interview, will be analyzed qualitatively
Time frame: week 3, after intervention
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