Abstract
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).
| Original language | British English |
|---|---|
| Title of host publication | A Framework of Human Systems Engineering |
| Subtitle of host publication | Applications and Case Studies |
| Publisher | wiley |
| Pages | 131-141 |
| Number of pages | 11 |
| ISBN (Electronic) | 9781119698821 |
| ISBN (Print) | 9781119698753 |
| DOIs | |
| State | Published - 1 Jan 2020 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
Keywords
- Augmented reality
- Aviation pilot training
- Cognitive evaluation
- Gamified learning
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