TY - CHAP
T1 - Building a socio-cognitive evaluation framework to develop enhanced aviation training concepts for gen Y and gen Z pilot trainees
AU - Anderson, Alliya
AU - Feng, Samuel
AU - Interlandi, Fabrizio
AU - Melkonian, Michael
AU - Parezanović, Vladimir
AU - Woolsey, M. Lynn
AU - Habak, Claudine
AU - King, Nelson
N1 - Publisher Copyright:
© 2021 by The Institute of Electrical and Electronics Engineers, Inc. All rights reserved.
PY - 2020/1/1
Y1 - 2020/1/1
N2 - The commercial aircraft cockpit typifies an experienced human operating a semiautomated complex system. Aviation training programs seek to take trainees through evidence-based training programs that mimic the training of expert pilots. These trainees find it challenging to translate tablet-based training materials to the necessary behavioral and motor learning that facilitates the development of competencies using a flight simulator. This chapter describes the evaluation strategy that explicitly considers the social, cognitive, and technology aspects of the human, in a training system being prepared to train in a flight simulator. An understanding of cultural and generational differences along with the cognitive aspects, which include cognitive neuroscience and psychology, will shed light on the trainee so that effective training interventions can be designed. Many of these interventions will take advantage of the digital genre, including gamified learning along with augmented reality (AR) and virtual reality (VR).
AB - The commercial aircraft cockpit typifies an experienced human operating a semiautomated complex system. Aviation training programs seek to take trainees through evidence-based training programs that mimic the training of expert pilots. These trainees find it challenging to translate tablet-based training materials to the necessary behavioral and motor learning that facilitates the development of competencies using a flight simulator. This chapter describes the evaluation strategy that explicitly considers the social, cognitive, and technology aspects of the human, in a training system being prepared to train in a flight simulator. An understanding of cultural and generational differences along with the cognitive aspects, which include cognitive neuroscience and psychology, will shed light on the trainee so that effective training interventions can be designed. Many of these interventions will take advantage of the digital genre, including gamified learning along with augmented reality (AR) and virtual reality (VR).
KW - Augmented reality
KW - Aviation pilot training
KW - Cognitive evaluation
KW - Gamified learning
UR - http://www.scopus.com/inward/record.url?scp=85121569282&partnerID=8YFLogxK
U2 - 10.1002/9781119698821.ch8
DO - 10.1002/9781119698821.ch8
M3 - Chapter
AN - SCOPUS:85121569282
SN - 9781119698753
SP - 131
EP - 141
BT - A Framework of Human Systems Engineering
PB - wiley
ER -