Study in the use of virtual reality to increase self-efficacy and training performance in beginning professional pilot students at a university flight school
The purpose of this study was to gain deeper understanding of student perspectives when using Virtual Reality (VR) to enhance knowledge acquisition in the early stages of flight training. Flight training costs are rising quickly, and the advent of Personal Computer (PC) based VR shows potential to help new flight students strengthen their knowledge while learning skills in an immersive environment that will make future flight training more efficient using a cost-effective platform. The review of the literature shows a consensus that using VR simulation does provide benefits to the users, but often the focus is on the efficiency of the process with less emphasis on the thoughts and feelings of users. This qualitative, phenomenological study answered four research questions using four one-on-one guided VR simulator sessions plus pre-study and post-study interviews with eight participants. Video recordings of these sessions and interviews were analyzed to determine if there are trends in overall perceptions related to VR use, and to discover if using the VR technology has any noticeable effects on participants’ self-efficacy and willingness to encourage others to use the VR technology. The findings show that all four research questions were answered affirmatively, and that self-efficacy was increased after completing the VR training sessions. Additional insight resulting from data analysis indicates a connection between previous experience and the amount of increase in self-efficacy, and perceived importance of structured and guided VR training sessions. This study fills a gap in the available literature and contributes to overall knowledge about student perceptions of using VR flight simulation to assist in the early stages of flight training.
Publication Details
- Journal
- SHAREOK (University of Oklahoma; Oklahoma State University; Central Oklahoma University)
- Published
- 2024-12-01
- Primary Topic
- Virtual Reality Applications and Impacts
- Type
- article
- Field-Weighted Citation Impact
- 0.00