Date of Award

Summer 2025

Access Type

Dissertation - Open Access

Degree Name

Doctor of Philosophy in Aviation

Department

College of Aviation

Committee Chair

Scott R. Winter

Committee Chair Email

WINTE25E@erau.edu

First Committee Member

Joseph R. Keebler

First Committee Member Email

KEEBLERJ@erau.edu

Second Committee Member

Frank H. Ayers, Jr.

Second Committee Member Email

ayersf@erau.edu

Third Committee Member

Stephanie G. Fussell

College Dean

Alan J. Stolzer

Abstract

Satellite data plays a vital role in modern global infrastructure by enabling communications, navigation, and weather forecasting. As demand for satellite technology grows, so does the need for highly trained satellite ground operators. Traditional training regimens for satellite operators employ simulation using two-dimensional computer console displays paired with the varied ability of trainees to generate abstract mental imagery of the scenario. However, this development of mental imagery imposes a considerable learning curve and cognitive workload on the trainee, which may negatively impact the user experience and knowledge gained during the training scenario.

This experimental study investigated the effects of game-based virtual reality (GBVR) as an alternative training method for satellite operators. It also examined whether prior gaming or virtual reality (VR) expertise affected training outcomes. The training design was informed by the principles of flow theory, which emphasizes intrinsic motivation, optimal user experience, and prolonged cognitive engagement. Following the Kirkpatrick Evaluation Model’s guidance on evaluating training, the study assessed participants’ user experience and knowledge gain. Data collection tools included the Game User Experience Satisfaction Scale (GUESS) and a written knowledge test. Simulator sickness, a common side effect of VR, was also measured using the Simulator Sickness Questionnaire and included as a covariate.

A quantitative, factorial design was used to investigate the main effects and interaction of training type (GBVR vs. traditional two-dimensional) and prior experience level (expert vs. novice) on outcomes. Sixty upper-level undergraduate students, representing entry-level satellite operator candidates, were randomly assigned to four groups in a between-subjects post-test design. Due to violations of MANCOVA assumptions, the analysis was conducted using two separate two-way ANOVAs.

The first ANOVA examined the effects of training type and prior expertise on user experience scores. A significant main effect was found for training type, F(1, 56) = 6.05, p = .017, partial η² = .097, indicating that participants in the GBVR condition reported significantly higher user experience scores than those in the traditional condition. No other effects were significant. The second ANOVA assessed the same factors on knowledge test scores and revealed no significant main effects or interactions. Thus, the type of training and level of prior expertise did not significantly influence knowledge gain.

In conclusion, the study contributes to satellite operator education and training by demonstrating the integration of game-based virtual reality in this high-stakes environment. While no impact was detected in knowledge test scores, the findings indicate that regardless of the level of prior expertise, the type of training employed can significantly impact the user experience and satisfaction during satellite training. These results can inform future instructional design and decision-making regarding satellite operator training.

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