Presenter Email

gill974@my.erau.edu

Location

Mori Hosseini Student Union Events Center (Bldg #610) – Rooms 165 E/F

Start Date

3-2-2020 9:30 AM

End Date

3-2-2020 10:45 AM

Submission Type

Presentation

Keywords

aviation education, virtual reality, flight training, immersive simulation technology

Abstract

Educators have incorporated technology into flight training for decades. These devices have increased in complexity since the Link trainers of the early 20th century, resulting in aviation training devices, full flight simulators and other technologies currently used in flight training programs. Acceptance has also increased since developers shifted the design of video games to incorporate educational aspects as is demonstrated by the popularity of computer based training. Recently, educators have developed more immersive simulation technologies for training purposes such as virtual, augmented, and mixed reality (VR, AR, MR). Leveraging these technologies can positively impact learner motivation and skill acquisition especially when used for procedural training in a dynamic environment. Although immersive technologies such as VR are being implemented into aviation training programs, educators do not always consider the factors that influence students to use these technologies. This is an important consideration for educators to understand: Student perspective of technology impacts decisions related to accepting and ultimately using the technology in a learning environment. The Technology Acceptance Model (TAM) and its extensions have been used to study how students accept and use various technologies in the educational environment. VR and related technologies have received little investigation despite the rapid adoption into the classroom. A study is underway to investigate the factors that influence aviation students to use VR for flight training. Preliminary and anticipated results will be presented to further the discussion on implementing VR in the aviation education environment.

Presenter Biography

Ms. Fussell is a Ph.D. residential student at ERAU with research interests in aviation education, user centered design and user experience, using immersive simulation technology for training and learning, and the process of learning. Ms. Fussell holds a private pilot instrument rating and a B.S. and M.S. degree in Aeronautics from ERAU. Her recent research has focused on the usability of virtual reality educational programs and transfer of training from the virtual environment to the real world.

View Stephanie Fussell’s Bio Page

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Mar 2nd, 9:30 AM Mar 2nd, 10:45 AM

Preliminary Results of a Study Investigating Aviation Students' Intentions to use Virtual Reality for Flight Training

Mori Hosseini Student Union Events Center (Bldg #610) – Rooms 165 E/F

Educators have incorporated technology into flight training for decades. These devices have increased in complexity since the Link trainers of the early 20th century, resulting in aviation training devices, full flight simulators and other technologies currently used in flight training programs. Acceptance has also increased since developers shifted the design of video games to incorporate educational aspects as is demonstrated by the popularity of computer based training. Recently, educators have developed more immersive simulation technologies for training purposes such as virtual, augmented, and mixed reality (VR, AR, MR). Leveraging these technologies can positively impact learner motivation and skill acquisition especially when used for procedural training in a dynamic environment. Although immersive technologies such as VR are being implemented into aviation training programs, educators do not always consider the factors that influence students to use these technologies. This is an important consideration for educators to understand: Student perspective of technology impacts decisions related to accepting and ultimately using the technology in a learning environment. The Technology Acceptance Model (TAM) and its extensions have been used to study how students accept and use various technologies in the educational environment. VR and related technologies have received little investigation despite the rapid adoption into the classroom. A study is underway to investigate the factors that influence aviation students to use VR for flight training. Preliminary and anticipated results will be presented to further the discussion on implementing VR in the aviation education environment.

 

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