Human- vs. Software-Guided VR Basic Life Support Training: Physiological Arousal, Instructional Experience, and Immediate Performance
| dc.contributor.author | Aksoy, Mehmet Emin | |
| dc.contributor.author | Cabuk-Colak, Dilan | |
| dc.contributor.author | Kitapcioglu, Dilek | |
| dc.contributor.author | Usseli, Tuba | |
| dc.contributor.author | Sudor, Hayrettin Can | |
| dc.date.accessioned | 2026-11-05T11:01:27Z | |
| dc.date.issued | 2026 | |
| dc.description.abstract | Virtual reality (VR) enables simulation of high-pressure scenarios, yet the influence of instructor type on learners' psychological responses and performance remains unclear. This controlled trial compared human-guided (IG; n = 33) and software-guided (MG; n = 30) VR-based Basic Life Support training. Participants completed two training sessions followed by a performance-based assessment. Electrodermal activity (EDA) indexed physiological arousal, while questionnaires assessed presence and instructional experience. Mean EDA levels did not differ between groups, but the MG group showed a steeper increase in EDA over time. The IG group achieved higher examination scores (M = 91.44 vs. 81.10, p = 0.003) and rated the instructional experience more positively (M = 6.81 vs. 6.63, p = 0.03). Presence was descriptively higher in the IG group, although not significantly (p = 0.057). Findings suggest that guidance delivery may shape immediate performance, instructional experience, and physiological arousal trajectories in immersive BLS training. | |
| dc.identifier.doi | 10.1080/10447318.2026.2744520 | |
| dc.identifier.issn | 1044-7318 | |
| dc.identifier.issn | 1532-7590 | |
| dc.identifier.uri | https://doi.org/10.1080/10447318.2026.2744520 | |
| dc.identifier.uri | https://openaccess.acibadem.edu.tr/handle/11443/10733 | |
| dc.identifier.wos | WOS:001911422300001 | |
| dc.language.iso | en | |
| dc.publisher | TAYLOR & FRANCIS INC | |
| dc.relation.hasversion | 10.1080/10447318.2026.2744520 | |
| dc.relation.ispartof | INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION | |
| dc.subject | Serious gaming | |
| dc.subject | presence | |
| dc.subject | virtual reality | |
| dc.subject | stress | |
| dc.subject | arousal | |
| dc.subject | SOCIAL PRESENCE | |
| dc.subject | STUDENTS | |
| dc.subject | AUTONOMY | |
| dc.subject | Computer Science, Cybernetics | |
| dc.subject | Ergonomics | |
| dc.subject | Computer Science | |
| dc.subject | Engineering | |
| dc.title | Human- vs. Software-Guided VR Basic Life Support Training: Physiological Arousal, Instructional Experience, and Immediate Performance | |
| dc.type | Article | |
| oaire.citation.edition | Science Citation Index Expanded (SCI-EXPANDED) | |
| oaire.citation.edition | Social Science Citation Index (SSCI) | |
| person.identifier.rid | W-9390-2018 | |
| person.identifier.rid | HTS-8681-2023 |
