The Pedagogical Effectiveness of Virtual Reality on Ab-Initio Flight Students.pdf
The interactive computer-generated simulation, virtual reality (VR), is growing as an educational and training tool. The primary objective of this research is to explore the effectiveness of VR in teaching in-flight engine failures to beginner flight students, with the intention of integrating it for Purdue University’s curriculum. The methodology for this study is a quantitative descriptive data analysis method. Participant progression and test scores were monitored and translated to statistical data to represent the findings. From the nationwide Flight Academy program, 30 Purdue University JROTC (Junior Reserve Officers' Training Corps) and ROTC (Reserve Officers' Training Corps) cadets with little to no flight experience were selected to participate. The population flew a C172S at Purdue Aviation through the Flight Academy program and were tested on in-flight engine failure knowledge to measure student comprehension. Experimental participants practiced in the TakeFlight Interactive flight training program in a virtual C172R and were able to interact and control the simulated aircraft with the use of the HP Reverb G2 head mount display (HMD), Logitech joystick, and Logitech rudder pedals. The statistical analysis revealed no significant difference in comprehension between the VR and control groups, challenging the initial hypothesis.
History
Degree Type
- Master of Science in Aviation and Transportation Technology
Department
- Aviation and Transportation Technology
Campus location
- West Lafayette