Evidence map›Paper›PMID 42536622›Full record

ArticlePloS one2026

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

Mehmet Emin Aksoy, Mert Deniz Polat, Patricia A Shewokis, Dilek Kitapcioglu, Tuba Usseli, Atahan Agrali, Serhat Ilgaz Yöner, Kurtulus Izzetoglu

Abstract read
In one paragraph

Article in PloS one, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors.

Mehmet Emin AksoyBiomedical Device Technology Department, Vocational School, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.ORCID https://orcid.org/0000-0003-3227-2660
Mert Deniz PolatSchool of Biomedical Engineering, Science and Health Systems, Drexel University, Philadelphia, Pennsylvania, United States of America.ORCID https://orcid.org/0000-0002-0980-1416
Patricia A ShewokisSchool of Biomedical Engineering, Science and Health Systems, Drexel University, Philadelphia, Pennsylvania, United States of America.ORCID https://orcid.org/0000-0001-9246-9495
Dilek KitapciogluCASE (Center of Advanced Simulation and Education), Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.
Tuba UsseliDepartment of Anesthesia, Vocational School of Health Services, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.
Atahan AgraliBiomedical Device Technology Department, Vocational School, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.
Serhat Ilgaz YönerBiomedical Device Technology Department, Vocational School, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.ORCID https://orcid.org/0000-0001-9262-8249
Kurtulus IzzetogluSchool of Biomedical Engineering, Science and Health Systems, Drexel University, Philadelphia, Pennsylvania, United States of America.ORCID https://orcid.org/0000-0001-5304-7361

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

LearningPrefrontal CortexVideo GamesAdultFemaleHumansMaleSpectroscopy, Near-InfraredVirtual RealityYoung Adult

Identifiers

PMID42536622
PMCPMC13426989

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.