Assessing The Impact of Playing Flight Simulators Video Games On The Skill Development of Student Pilots in Flying
Assessing The Impact of Playing Flight Simulators Video Games On The Skill Development of Student Pilots in Flying
Binalonan, Pangasinan
In Partial Fulfillment
Practical Research
Submitted by:
OLINARES, Jamie G.
December 2023
Acknowledgement
First of all, we would like to show our appreciation to the Almighty God for His
We would also like to express our sincerest gratitude to our research adviser, Mrs.
Rosalyn F. Navalta, LPT, for her continuous support in our research, for her immense patience in
providing insightful comments, and for her practical criticism for the enhancement of our
research. She is without a doubt the key to the success of our research.
We are extremely thankful for our group members' involvement, as their various skills
and determination helped us complete the study paper. Without one another, we wouldn't have
To our beloved families, who supported us financially to accomplish our research and for
their guidance. We would also like to express our deepest appreciation to our relatives for
offering their time to help us with research and for giving us guidance.
DEDICATION
This research is dedicated to our cherished family and friends, who have steadfastly
supported us throughout our journey, standing as pillars since the inception. Special gratitude to
Mrs. Rosalyn Navalta, our research adviser, and our classmates, whose encouragement and
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A heartfelt appreciation goes to all individuals in the College of Aviation Department of
WCC-ATC Binalonan Campus for generously providing the information essential for our
Lastly, we extend our thanks to the Almighty God for guidance and strength. This work
ABSTRACT
This study examines the effect of flight simulator video games have on trainee pilots on
skill development. The goal of this research is to determine if playing video games on a flight
Some of the factors that are studied as possible contributors to skill development include
increasing experience with cockpit controls, improved decision making abilities under simulated
With the goal of providing educators and aviation professionals a thorough understanding
of the potential advantages and challenges of using gaming technology to improve the skill of
aspiring pilots, the study aims to provide helpful information about the implementation of flight
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TABLE OF CONTENTS
Page No.
TITLE………………………………………………………………………………...……
ACKNOWLEDGEMENT………………………………………………………………...
DEDICATION……………………………………………………………………………
ABSTRACT…………………………………………………………………………...….
TABLE OF CONTENTS…………………………………………………………….….
Chapter I: INTRODUCTION
Theoretical Framework……………………………………………………………
Conceptual Framework……………………………………………………………
Research Paradigm…………………………...……………………………………
Hypothesis………………………………………………………………………..
Assumption………………………………………………………………………
Definition of Terms………………………………………………………………
Foreign Studies…………………………………………………………..
Local Studies……………………………………………………………..
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Foreign Studies…………………………………………………………..
Local Studies……………………………………………………………..
Synthesis…………………………………………………………………………....
Research Design………………………………………………………………….
Sources of Data…………………………………………………………………..
Ethical Consideration…………………………………………………………….
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CHAPTER I
Video games simulating flights have recently become popular among casual players and
aviation enthusiasts. These video games allow users to command virtual airplanes in various
situations similar to the real experiences of a pilot in command and provide incredibly realistic
flight simulators. Because of their growing appeal, flight simulator video games have sparked
debate about whether they can help student pilots practice and enhance their flying skills in a
Traditional flight training programs for aspiring pilots combine classroom education with
hands-on flight training in actual aircraft. However, the expense of flight training, the need for
flight hours, and safety concerns might present substantial obstacles to the development of
student pilots. A more affordable and secure alternative for students to practice flying is provided
by flight simulators, a more inexpensive and convenient option for operating an aircraft.
(reference)
According to Bekoz, S., & Akteke, H. (2022), these virtual platforms have grown more
complex as flight simulator technology has progressed, accurately simulating real-world aircraft
systems, the precise structure of aircraft, actual airports, and environmental circumstances. The
question of whether the abilities learned and developed through flight simulator video games can
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effectively translate to real-world flight training and eventually improve the competency of
student pilots has grown in popularity as a result. Although there are many positive outcomes,
they can also have some consequences. The survey analyzed data from student pilots trained
using a flight simulation training device (FSTD) before inflight training. It found three common
reasons for failure, suggesting areas for improvement. The study also found that FSTD training
improved checklist utilization and communication skills in the first five hours.
Comprehending how flight simulator video games could impact skill development is
critical because they can fundamentally alter how student pilots are trained. It might lead to more
efficient and cost-effective training methods that uphold the aviation industry's high competence
To better understand how playing online flight simulation games affects student pilot
training, According to (Tianjiao et al. Z., Qingxian Z., Xuequn Y., 2022). The study found that
video game players outperformed non video players in flight performance, with attention shift
tasks and group factors predicting take-off performance. In contrast, spatial orientation and
There are many benefits of playing a flight simulator; according to (Dattel A. et al.,
2023), Flight simulators offer numerous benefits to flight training, including cost-effectiveness,
continuity of training, and control. They are less expensive than actual aircraft, requiring
occasional maintenance and electricity. They are not dependent on external factors like weather
or traffic, allowing them to be used at any time. Flight simulators also control training scenarios,
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allowing pilots to record parameters and review performance. This makes them ideal for
Flight simulator video games offer potential benefits and drawbacks for student pilots,
warranting further research to understand their impact on training effectiveness and safety.
Objective/Rationale
Global perspective/International
Local perspective
Objective/Rationale
THEORETICAL FRAMEWORK
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Discuss the theory
Skill development is a commonly targeted topic for many types of instruction. The use of
skill development theory in designing educational games is pertinent to the future growth of the
field of educational gaming. Many recreational games use skill development as a component of
There are several options available to instructional game designers to help them
accomplish their goals of developing skills, be it a physical or mental skill. But, without a basic
understanding of how to teach a skill effectively, designing a game based on skill development
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with the educational game development methodology proposed by Linek, Schwarz, Bopp and
According to the theory, skills exist along a continuum of complexity from reproductive
to productive. Reproductive skills are those which are focused on applying standard procedures,
or automated processes, such as multiplying numbers or typing. Productive skills, on the other
hand, involve the application of principles and strategies, such as creative writing or playing
chess. Romiszowski indicates that whether a skill is reproductive or productive has much greater
influence on the selection and design of instructional strategy than if a skill is intellectual, motor,
personal, or interpersonal.
2002; Hosman & van der Vaart, 1981, 1990) have shown that for both ground. In vehicles and
aircraft, vestibular motion cues become central in effective control when dealing
with a disturbance. This is distinctly different from manual tracking tasks, where visual motion
One of the questions that needed to be answered was whether research conducted on
experimental evidence and perceptual models used in motion cueing research (Advani &
Hosman, 2001; Hosman et al., 2002; Hosman & Stassen, 1999; Hosman & van der Vaart, 1981,
9
1990) have demonstrated that the relative contributions of visual and vestibular motion cues
show a high degree of similarity between the control of aircraft and ground vehicles. Therefore,
CONCEPTUAL FRAMEWORK
Experiences
Somatic Spatial
Procedural Decision
tension knowledge skills
making
Level of
Activity
Discuss
This study aims to find out how using these flight simulators affects skills, improves
knowledge, and enhances confidence and comfort levels in participants. The flight simulator will
hence be the independent variable in this case because changes or variations that are expected to
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be made either to it or to its use will affect the dependent variables - skills acquired, knowledge
gained, confidence levels attained, and comfort levels for the persons participating in the study.
RESEARCH PARADIGM
● What is the
significant
relationship between
the effect of playing
flight simulator game
and the level of skills
develop by the
respondents in
playing flight
simulator game?
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Statement of the Problem
This research aims to find the effects of playing flight simulator video games on the skill
development of WCC student pilots. Moreover, it specifically seeks to find the answers to the
following questions:
a. Experiences
b. Somatic tension
c. Level of activity(frequency)
3. What is the level of skills develop by the respondents in playing flight simulator game in
terms of:
a. Procedural Knowledge
b. Decision-making
c. Spatial skills
4. Is there a significant relationship between the effect of playing flight simulator game and
the level of skills develop by the respondents in playing flight simulator game?
5. Based on the results, what other Apps can be recommended to improve their level of
6. How does playing flight simulator video games impact the overall skill development of
WCC student pilots in comparison to those who do not engage in such simulations?
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7. What specific skills, such as procedural knowledge, decision-making, and navigation, are
positively impacted by the regular use of flight simulator video games among WCC
student pilots?
8. To what extent do WCC student pilots perceive improvements in their confidence and
comfort levels in real-world flight scenarios as a result of engaging with flight simulator
video games?
Ho: There is no significant relationship between the effect of playing flight simulator
game and the level of skills develop by the respondents in playing flight simulator game?
The study will delimit on the video games that are connected to the flight simulator video
games. This study will solely focus on assessing the impacts of playing flight simulators video
games on the skill development of student pilots in flying among the senior high school students.
The respondents will be from the senior high school students of WCC-ATC Binalonan
campus. As it will show the factors that can positively or negatively affect their skill
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SIGNIFICANCE OF THE STUDY
This research aims to offer readers a fresh perspective on the relevance of flight simulator
video games in enhancing the skill development of Senior High School students at WCC-ATC.
Student Pilots. The study is crucial for student pilots as it aims to assess how playing
flight simulator video games impacts their skill development. Understanding the positive and
negative effects can impact students to make informed decisions about applying these
simulations into their training, potentially leading to more effective skill enhancement.
School. Aviation schools and training institutions can benefit by potentially improving
training quality through simulation-based learning. This research could lead to cost-effective and
flexible training methods, attracting more students and enhancing their reputation in the aviation
education sector.
Pilots. The study, which tries to evaluate how playing flight simulator video games
affects skill development, is important for student pilots. By being aware of the advantages and
disadvantages, students will be better equipped to decide whether to use these simulations in
Flight instructor. Flight instructors may improve their educational approaches with the
help of the research. Knowing how flight simulator video games affect skill development can
help instructors create more efficient lesson plans for their students.
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Pilot Academy Administrators
Researchers. The findings of the research are useful to aviation education researchers.
By examining how technology affects skill development, it advances our understanding and lays
Definition of Terms
The following terms used in this study are defined to support the readers' understanding
of the research. The definitions are stated according to the content of this research.
(The Cambridge Advanced Learner's Dictionary, n.d). Operationally, It's how you will evaluate
Impact - the force or action of one object hitting another. (The Cambridge Advanced
Learner's Dictionary, n.d). Operationally, The impact of playing a flight simulator will greatly
Playing - When you play, especially as a child, you spend time doing an enjoyable and/or
entertaining activity. (The Cambridge Advanced Learner's Dictionary, n.d). Operationally, when
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Video Games - a game in which the player controls moving pictures on a screen by
pushing buttons. (The Cambridge Advanced Learner's Dictionary, n.d). Operationally, flight
Skill- An ability to do an activity or job well, especially because you have practiced it.
(The Cambridge Advanced Learner's Dictionary, n.d). Operationally, playing a flight simulator
becomes more advanced. (The Cambridge Advanced Learner's Dictionary, n.d). Operationally,
the skills of students will gradually develop over time as they play flight simulator video games.
Student Pilots - means a trainee pilot who has not completed the courses of theoretical
knowledge training or flight training. (Law Insider Dictionary, n.d). Operationally, student pilots
Operationally, flying is a term used for pilots when they are still in the air.
Flight Simulator. a piece of equipment that represents the conditions inside an aircraft,
that can be used for learning to fly a plane (The Cambridge Advanced Learner's Dictionary, n.d).
Operationally, a flight simulator refers to the use of flight simulation technology for various
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CHAPTER II
This chapter provides the background and context that the current investigation needs. It
does this by compiling pertinent studies and literature from both local and foreign sources that
Foreign Literature
This literature review will elaborate more about analyzing the efficacy of simulation or
the use of applications that will help for the betterment of students on the enhancement of their
abilities to perform in real life situations. According to Wakoopa (2012), computer games are
the second most frequently used application on the internet after social media. Online gaming is
one of the most widely used leisure activities by many people and may be therapeutic but sadly it
According to Szabo (2016), one of the basic requirements to obtain pilot license is to
demonstrate flying skills as to perform maneuvers and procedures with a required level of
expertise. Considering the involvement of flight simulators in basic pilot training, one may ask
how this impacts the extent of real flights necessary to acquire the required flying proficiency.
This article focuses on the evaluation of precision (or error rate) of flight maneuvers performed
over the course training of pilots. A sample of 35 student pilots was chosen for the study. Flight
schedules and the training itself was adjusted for the purposes of this study, while the emphasis
was put on the uniformity of flights and their conditions. Participants completed 11 flight hours
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on a flight simulator and one flight hour on the Diamond DA40 aircraft, followed by further
three hours on a simulator and two flight hours in real traffic. The maneuvers performed included
180° climbing and descending turns with 30° bank at vertical velocity of 500 ft/min. During the
flight hours, deviations from the requested flight parameters were recorded by the instructor. The
results show that maneuver performance error ratio gradually decreases, however then
significantly increases with the switch to the real aircraft compared to flight simulator, and again
decreases during flights in air traffic. The findings suggest that the use of flight simulators as a
tool for practicing flying skills appears reasonable, as well as that monitoring of performance
precision may prove as a useful basis for adjusting the pilot training process.
Local Literature
This literature review will examine recent local studies on the addiction of Filipinos to
online gaming. In the era of digital advancements, the Philippines over the years have been
known as the nation with the rise of excessive online gaming emerging in the country, with 29.9
million gamers recorded in the country. Additionally, the prevalence of depression is rising
across the nation. The current correlational study assessed the relationship between adolescent
depression in the Philippines and online game addiction. (Labana, R. et al., 2020). As the nation
grasps for multiple obstacles of a surge in online gaming and an increase in depression rates, a
studies, this review aims to synthesize existing knowledge, identify gaps in understanding, and
pave the way for further research that can inform policies and educational strategies to inform
people with this growing trend of online gaming addiction and depression in the Philippines,
emphasizing that there is a risk to the mental health of Filipinos, including aviation students,
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when online games, in particular flying simulators, are incorporated into the curriculum. In order
to guarantee a beneficial and balanced learning environment that favorably affects academic
performance and skill development, this study attempts to properly assess and address these
difficulties.
On the other hand, in the works of Farillon K., Farillon L. Farillon E. (2022), there is a
moderate level of computer game addiction among the respondents; males play for two to five
hours, while ladies play for thirty minutes to an hour. The findings also indicate a large gender
gap in class performance, with females performing significantly better in terms of attentiveness
and participation. Higher addiction rates are correlated negatively with worse performance, and
this holds true for all genders. This implies that students' academic performance is significantly
impacted by excessive computer gaming addiction. Labana et al. (2020) found that out of the
total population of 29.9 million Filipinos, a significant portion engage in excessive online
gaming. The majority of the population has also been experiencing an uptick in depression, and
academic performance has been falling across the board.Furthermore, the everyday functioning
of children and adolescents can be severely impaired due to excessive electronic gaming (Wang
et al., 2014). According to this study, students are encouraged to take charge of the amount of
time they spend playing video games because it impacts how well they do in class. In order to
help students perform better in class, parents and teachers are asked to work together in a
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Given this information, some are worried about the possible dangers of exposing
Filipinos, especially those studying aviation, to online games such as flight simulators, especially
if they are taught in schools. The student's academic performance and skill development can be
Foreign Studies
Game-based learning aims to strike a balance between theoretical content and educational
engagement by incorporating games into the learning process. It provides students with
opportunities to delve into challenging learning environments and grasp specific learning
objectives (Chen et al., 2018). This approach proves particularly effective in English-language
learning settings (Mozelius & Hettiarachchi, 2017). It is crucial to design games in a way that
allows students to repeat cycles within the gaming context without experiencing boredom.
This requires the real world player to keep track of the position of the character, where
he/she is heading, his speed, where the gun is aiming, if the gunfire is hitting the enemy, and so
on. 5ll these factors need to be taken into account, and then the player must then coordinate the
brain%s interpretation and reaction with the movement in his hands and fingertips. This process
Research also suggests that people can learn iconic, spatial, and visual attention skills from video
games. There have been even studies with adults showing that experience with video games is
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related to better surgical skills. Also, a reason given by experts as to why fighter pilots of today
are more skillful is that this generation's pilots are being weaned on video games.
Past research shows potential advantages of using flight simulators in pilot training
courses. Studies consistently show that students who engage in simulated flight experiences
increase in their ability to think critically, decision making and situational awareness. To ensure
a broad skill set, research also emphasizes how crucial it is to find a balance between traditional
flight training and simulator use. All things considered, these studies offer helpful details about
the educational possibilities and difficulties of using a flight simulator into the training program
Local Studies
According to Buenaventura (2022), it was found that playing online games does not have
much effect on their learning in important subjects such as English, Science and Mathematics. It
appears from the data found in the research that despite playing online games they still get
satisfactory grades and it can also be seen that most students only use playing online games so
that they can relax and use it in a positive way. They used the Online Games to prevent stress in
their everyday life and to communicate and express themselves even in the virtual world. Many
students who are not intelligent and athletic used the virtual world created by the online games
for them to feel superior and strong even in their weak physical condition. The study will be the
baseline and can be used by future researchers about the effect of Online Games but in other
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The world continues to go through rapid development, economic growth, as a result of
equipment that we use in our daily lives. Since the computer was invented in the 19th century by
an Englishman, Charles Babbage, and mobile telephones or what we call cellphones in the
1940s, it has continued with many developments and changes until the present time.
Currently, computers and cellphones are not only used for communication and work,
instead they are more often used to play online games that are entertaining, interesting or
sometimes addictive to our minds that simply consume our time and time. Online computer
games started in the 1970s and Over time it was followed by new online games such as Island of
Kesmai (1984), Flight Simulator Air Warrior (1987), Nexus: The Kingdom of the Wind (1996)
and Conterstrike (1999). With the acceleration of the Internet connection and the availability of
new technologies in computers and cellphones such as connecting to wifi and social media,
people are more interested in playing online games due to the availability of better graphics and
realistic design of characters and characters. place where they play. Currently, the new online
games that people are obsessed with are MOBA (Multiple Online Battle Arena) as well as Dota
and Dota2 which are very popular among young people and even among the elderly and some
other examples of this are the game Warcraft, Defense of the Ancients, Heroes of the Storm and
Smite.
There are also online games that need to be connected to fast internet or wifi where
hundreds or thousands of online gamers can play at the same time wherever they are in the world
such as MMO (Massively multiple online games), MMORPG (Massively multiplayer online
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role-playing games), MMORTS (Massively multiplayer online real-time strategy), MMOFPS
(Massively multiplayer online first-person shooter) and MMOSG (Massively multiplayer online
game). Currently more men play online games with 52% of the total 100 percent and only 48%
for women who play online games. The latest among the online games that young people and
even adults are obsessed with is the game Mobile Legends: Bang Bang or ML as most people
call it, it is an online game that is called MOBA or Multiplayer Online Battle Arena where many
can fight. player simultaneously, it is developed and produced by the company Moonton.Mobile
Legends or ML is a game where once the battle starts you can't stop it, so there are recorded
cases of teachers scolding students because they blame their teammates when they lost their
battle.
This was proven in an episode from the program of GMA 7, Kapuso mo Jessica Soho
(KMJS), which went viral or became popular on social media in an incident where a child
pranked his Senior Citizen mother who is a Physical Education teacher (P.E) who does not want
to be disturbed while he is playing Mobile Legends even though the son says that he needs to
watch his cooking. The said video went viral or became popular because it only shows that there
is no choice of age, gender or any profession in life that sometimes even prefers playing online
Synthesis
As per the literature review, It synthesizes results from various local and foreign studies
to shed light on impacts of flight simulator online games on students' school performances,
development of skills and mental states. Studies in other countries underline the cognitive value
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of such games that are an important part of refinement of surgical skills and modern fighter
pilots. The studies also emphasize the advantages of flight simulators in the field of a pilot's
training, as well as their balanced use. In the local literature, the growing number of depressed
Filipino adolescents is attributed to the increase of online gaming in the country. Research has
also been done and published on the manner the games are used, and some of it reveals that this
Synthesizing brings forth the evolving online gaming landscape in the Philippines and the
associated risks of availing such mainly for aviation students to bring forth the need for careful
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Chapter III
Research Design
This study, which employs a quantitative approach and a correlational research design,
aims to investigate how using a flying simulator affects the competency and skill development of
WCC-ATC Binalonan Campus College of Aviation students. To bolster this conclusion, this
study will also provide a correlation between academic achievement and the availability of flight
As stated by Cherry, K. (2023). Correlational studies are one kind of research design
being explored. The primary goal of a correlational study is to ascertain the relationship between
two or more variables. Non-experimental correlational studies are those in which the researcher
does not modify or control any variables; instead, the study's primary goal is to determine the
correlation between a flight simulator and performance measured against academic advancement
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Sources of Data
The primary source of data for this study are the responses that were gathered through
the checklist questionnaire of the respondents. This questionnaire is focused on assessing the
impact of playing flight simulators video games on the skill development of student pilots in
Secondary sources are easily accessible or previous sources that contain information.
Researchers can analyze and assess data that emanate from diverse secondary sources to reach an
They may be found online, in educational journals, newspapers, magazines, and research
reviews.
Campus. Using the Purposive Formula as their sampling method, All of the 3rd and 4th year
students of the College of Aviation were chosen by the researchers to participate in the study.
The researchers used purposive sampling in choosing who would be the respondents. The
respondents would be WCC-ATC Binalonan campus Airline Operation Management (AOM) and
Commercial Flying (Comfly) college students. The goal of this study is to put light on the key factors
that support and prevent WCC-ATC Binalonan students' efforts to become pilots. This study aims to
26
give a comprehensive understanding of their path towards aviation employment by examining both
To collect data in the study of “Assessing the Impact of Playing Flight Simulators
Video Games on the Skill Development of Student Pilots in Flying”. The sampling method
used in this study is a purposive sampling method. According to Foley (2018), purposive
sampling is a form of non-probability sampling in which researchers rely on their own judgement
when choosing members of the population to participate in the study. In this study the
researchers chose a total of 40 students who will be the respondents of this study. Twenty (20)
Research Instrument
The researchers used a checklist questionnaire as their research instrument. The closed-
ended questionnaire contains choices for respondents to choose from while responding. The
questionnaire is divided into four parts. The respondents’ profiles were requested in the first
section. The second section provided instructions on completing the survey and a Likert Scale to
aid respondents in accurately relaying their replies. While the third contained specific
quantitative questions. The fourth section consisted of open-ended questions for qualitative
insights.
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Data Gathering Procedure
the skill development of student pilots enrolled in their third and fourth years of aviation studies,
particularly Airline Operation Management (AOM) and Commercial Flying (Comfly) students.
This survey aims to evaluate the practical skills and knowledge acquired while playing flight
simulator video games. The questionnaire will include inquiries related to flight simulators and
assessments of skill development. To guarantee its validity and alignment with the research
objectives, the questionnaire is meticulously crafted to address specific aspects outlined in the
study's goals.
Moreover, the researchers will seek permission from Engineer Delfina Gacula, the Senior
High School Principal, and Mrs. Rosalyn Navalta, their research adviser, as the initial step to
distribute the questionnaire among participants from the Airline Operation Management (AOM)
and Commercial Flying (Comfly) college programs. Prior to questionnaire implementation, the
researchers will provide a detailed explanation of the study's topics, background, procedures, and
ethical considerations. As they will assure participants that all personal information shared in the
After obtaining consent, the researchers will proceed to collect data from each
participant. This data collection process is crucial for a comprehensive investigation into the
correlation between playing flight simulators and its impact on the skill development of college
students.
Intro:
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For Problem 1, frequency will be used to determine the type of flight simulators game utilized
by the respondents.
Formula :
For Problem 2 & 3, weighted mean will employed to determine the effect of flight simulator
game and the level of skills development of the respondents in using flight simulator games.
Formula:
W = weighted average
To determine the effect of flight simulator game and the level of skills development of the
respondents in using flight simulator games, Pearson Product Moment Correlation will be
utilized.
Formula:
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Ethical Consideration
The researchers will make sure that ethics was the utmost priority when conducting the
study. The researchers will first ask for the respondents consent before conducting the research
through Google Forms. Participants were informed of the objectives of the research, the benefits
and potential risks of participating, and their right to withdraw consent at any time. This was also
30
BIBLIOGRAPHY
According to the study of Hajaraih (2012) titled the "Skill Development Theory and
cognitive and behavioral learning theories, encompassing Piaget's and Vygotsky's insights into
including cognitive, affective, and psychomotor domains, the framework integrates the Zone of
Proximal Development (ZPD) and Experiential Learning Theory to tailor game challenges to
learners' developmental stages. Game design principles, inspired by Bloom's Taxonomy and
narrative structures, ensure alignment with identified skills. User engagement and motivation
draw from Self-Determination Theory (SDT) and Flow Theory, fostering intrinsic motivation
and maintaining an optimal balance of challenge and skill. Adaptive learning environments
individual learner needs. This cohesive framework aims to enhance educational game design by
effectively merging skill development theories into a holistic and practical design approach.
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Theoretical framework
Bell, A., Hajaraih, S., Pellegrini, A., and Tahir, H. (2012). Skill development theory and
BPFuFZQTMEV--T4if5xbjN8JThRV01Zeaa8YiSE/edit
Conceptual framework
Sun, R., Sun, G., and Ye, J. “The effects of online game addiction on reduced academic
achievement motivation among Chinese college students: The mediating role of learning
engagement.”
https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1185353/full?
fbclid=IwAR2xkZ2Koinqe1dqaxASzZzvSYFGP1x_fc0vCE8KoR_fAklng2QsO08PjbI
https://dictionary.cambridge.org/us/dictionary/english/assess?q=assessing
Impact
https://dictionary.cambridge.org/us/dictionary/english/impact?q=Impact
Skill
https://dictionary.cambridge.org/us/dictionary/english/skill
Development
https://dictionary.cambridge.org/us/dictionary/english/development
Flight simulator
https://dictionary.cambridge.org/us/dictionary/english/flight-simulator
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Self-assurance
https://dictionary.cambridge.org/us/dictionary/english/self-assurance
Cost- effective
https://dictionary.cambridge.org/us/dictionary/english/cost-effective
Empirical
https://dictionary.cambridge.org/us/dictionary/english/empirical
Competency
https://explore.darwinbox.com/hr-glossary/competency
Immersive
https://dictionary.cambridge.org/us/dictionary/english/immersive
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