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Frontal brain activity assessment during basic life support skill acquisition and transfer in serious game based learning environments.

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Paper

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The authors' code

Markdown · 1 line · 129 B · no license

  1. The exam results were calculated by the VR and tablet based training module. The rest was calculated by using excel and Mathlab.

README.md at commit 75e6ec8, no license · at the source

Overview

Authors: Mehmet Emin Aksoy1,2, Mert Deniz Polat3, Patricia A. Shewokis3,4, Dilek Kitapcioglu2,5, Tuba Usseli6, Atahan Agrali1, Serhat Ilgaz Yöner1, Kurtulus Izzetoglu3
  1. Biomedical Device Technology Department, Vocational School, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey
  2. CASE (Center of Advanced Simulation and Education), Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey
  3. School of Biomedical Engineering, Science and Health Systems, Drexel University, Philadelphia, Pennsylvania, United States of America
  4. College of Nursing and Health Professions, Health Sciences Department, Drexel University, Philadelphia, Pennsylvania, United States of America
  5. Department Medical Education, Medical Faculty, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey
  6. Department of Anesthesia, Vocational School of Health Services, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey
Institutions: Acıbadem University (Türkiye); Drexel University (United States)
Journal: PloS one, volume 21, issue 7, article e0354523
Dates: received 23 January 2026; accepted 9 July 2026; published online 31 July 2026
Type: Research article · Language: English
License: CC BY
Identifiers: DOI 10.1371/journal.pone.0354523 · PMID 42536622 · PMCID PMC13426989 · OpenAlex W7172032550
Open access: gold, a free copy (OpenAlex)
Status: code verified
Categories: fNIRS (modality), human (organism)
Methods: Spectral & time-frequency, Statistics, fMRI & imaging
MeSH: Learning*, Prefrontal Cortex*, Video Games*, Adult, Female, Humans, Male, Spectroscopy, Near-Infrared, Virtual Reality, Young Adult (* major topic)
Journal subjects: Biology and Life Sciences, Psychology, Behavior, Recreation, Games, Social Sciences, Anatomy, Brain, Prefrontal Cortex, Medicine and Health Sciences, Neuroscience, Cognitive Science, Cognitive Psychology, Learning, Human Learning, Learning and Memory, Cerebral Hemispheres, Right Hemisphere, Sociology, Education, Lectures, Biochemistry, Proteins, Hemoglobin, Hematology, Hemodynamics, Biomarkers
Topic: Neural and Behavioral Psychology Studies (Cognitive Neuroscience, Neuroscience), according to OpenAlex
Citations: not cited yet (Europe PMC); 66 references in the paper

Abstract

Basic Life Support (BLS) is a crucial life-saving skill, and the effectiveness of different training methods for acquiring and transferring BLS knowledge and skills remains an important area of investigation. Traditional methods, such as lectures, may be less engaging and lack the practical application necessary for optimal skill transfer. New training modalities, including serious games on tablets and in virtual reality (VR) environments, offer interactive experiences, enable personalized feedback, and repetitive practice, potentially enhancing the learning process. However, the effectiveness of these newer training delivery methods on skill acquisition, transfer, and the underlying neurophysiological mechanisms needs further investigation. Hence, this study explores the effectiveness of various BLS training modalities, including traditional lecture-based instruction, tablet-based serious gaming, and VR-based serious gaming. A wearable functional near-infrared spectroscopy (fNIRS) sensory system is used to monitor prefrontal cortex (PFC) activity during training and subsequent hands-on testing. A total of 51 participants, who were randomly assigned to one of three training groups (lecture, tablet, VR), were analyzed. These participants underwent fNIRS monitoring during the training sessions and a final hands-on exam. Our findings revealed that while all three training modalities led to comparable hands-on exam performance, there were notable differences in neural activation patterns. VR-based training appeared to elicit neural responses indicative of more efficient use of cognitive resources during the hands-on test, suggesting its potential effectiveness as a practice mode for skill acquisition and transfer. These findings highlight the importance of considering both behavioral and neurophysiological metrics when assessing the efficacy of educational interventions.

Reproduced under the paper's license (CC BY), from the paper cited above.

Repository

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eminaksoy148/Frontal-Brain-Activity-Assessment-During-Basic-Life-Support-Skill-Acquisition-

License: none: the authors keep all their rights
State: the link answers, verified on 27 September 2026
Evidence: files inventoried
Commit: 75e6ec8b1bcf038c94669f9027829f1f3971d2b2, 12 June 2026
Size: 4 files
Software Heritage: not archived
Found in: “Data Availability”
Holds: README
Not found: license file, CITATION.cff, environment file, tests, continuous integration, documentation
Availability: 1 check, the latest on 27 September 2026: the link answers
  • 27 September 2026: the link answers
1 file

The paper's code and data availability statement is in the Data section.

Tracing map

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  • 0 scripts, each with its path and the digest of its content;
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Data

No dataset and no data link were found in the paper.

Data Availability

The data supporting the findings of this study are available within the paper and its Supporting information files. Additional anonymized data, analysis materials, and source code are publicly available at GitHub: https://github.com/eminaksoy148/Frontal-Brain-Activity-Assessment-During-Basic-Life-Support-Skill-Acquisition-.git.

Reproduced under the paper's license (CC BY), from the paper cited above.

Versions

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Version 1, 27 September 2026: the first record

Recorded: type, language, journal, volume, issue, pages, dates, 8 authors, 10 MeSH terms, 50 references.

Cite

This paper

Aksoy, M. E., Polat, M. D., Shewokis, P. A., Kitapcioglu, D., Usseli, T., Agrali, A., Yöner, S. I., & Izzetoglu, K. (2026). Frontal brain activity assessment during basic life support skill acquisition and transfer in serious game based learning environments. PloS one, 21(7), e0354523. https://doi.org/10.1371/journal.pone.0354523

BibTeX

@article{aksoy2026frontal,
author = {Aksoy, Mehmet Emin and Polat, Mert Deniz and Shewokis, Patricia A. and Kitapcioglu, Dilek and Usseli, Tuba and Agrali, Atahan and Yöner, Serhat Ilgaz and Izzetoglu, Kurtulus},
title = {{Frontal brain activity assessment during basic life support skill acquisition and transfer in serious game based learning environments}},
journal = {PloS one},
year = {2026},
month = jul,
volume = {21},
number = {7},
pages = {e0354523},
publisher = {PLOS},
issn = {1932-6203},
doi = {10.1371/journal.pone.0354523},
url = {https://doi.org/10.1371/journal.pone.0354523},
pmid = {42536622},
pmcid = {PMC13426989}
}

RIS

TY - JOUR
AU - Aksoy, Mehmet Emin
AU - Polat, Mert Deniz
AU - Shewokis, Patricia A.
AU - Kitapcioglu, Dilek
AU - Usseli, Tuba
AU - Agrali, Atahan
AU - Yöner, Serhat Ilgaz
AU - Izzetoglu, Kurtulus
TI - Frontal brain activity assessment during basic life support skill acquisition and transfer in serious game based learning environments
T2 - PloS one
J2 - PLoS One
PY - 2026
DA - 2026/07/31
VL - 21
IS - 7
SP - e0354523
SN - 1932-6203
PB - PLOS
DO - 10.1371/journal.pone.0354523
UR - https://doi.org/10.1371/journal.pone.0354523
LA - en
ER -

CSL-JSON

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