Immersive technology uses computer technologies to imitate the real work providing ‘immersive’ experience to the users, meaning they consider this environment to be a part of the real world. This is an umbrella concept consisting of multiple technologies such as augmented reality (AR), virtual reality (VR), 3D gaming, computerized simulation, 3D printing, and wearables. The technology was originally used for training pilots, and aviation still its best developed and understood application area, within the education sector. However, most research studies conducted in this field are focused on military operations, as well as are US or Euro-centric. Because education has a significant cultural as well as application content, it is necessary to contextualise the research towards the area of application. Thus, this dissertation focused on the impact of immersive learning in aviation training focusing on commercial pilots in Tunisia.
The research study used a deductive approach (i.e., testing identified hypotheses using quantitative means) via the use of a survey questionnaire to understand the intrinsic motivations, self-efficacy and perceived learning by commercial pilots. The research hypothesis was based on the technology acceptance model (TAM) according to which the usage levels of a technology can be increased only when it is accepted by the users, which in turn means understanding user expectations from the technology and including these into the target system. Additionally, a virtual reality sickness questionnaire (VRSQ) was administered to understand the adverse health impacts of the technology experienced by users, if any.
The results showed that commercial pilots in Tunisia would actively welcome the use of immersive technology within the aviation section, which is a very useful outcome for aviation training schools within the reason. The attitude towards the use of the technology was found to be directly proportional to the adoption of the technology. The key barriers to the technology were poor experience with AR/VE hardware and poor content, followed by cost, which also provides insights to technology providers. Most people were also highly resilient to the technology and faced little or no adverse health effects.
The results were limited by the fact that most users had little or no experience with the technology. It is recommended that the study be reconducted in a few years post the introduction of the technology to understand its impact, using interdependent assessments to validate the self-perceptions of users.
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