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Assessing The Impact of Playing Flight Simulators Video Games On The Skill Development of Student Pilots in Flying

The document examines the effect that playing flight simulator video games has on developing skills for student pilots. It studies factors like experience with controls, decision making under stress, and visual perception. The goal is to understand if using gaming can improve skills and provide information for implementing simulators in training programs.
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0% found this document useful (0 votes)
181 views

Assessing The Impact of Playing Flight Simulators Video Games On The Skill Development of Student Pilots in Flying

The document examines the effect that playing flight simulator video games has on developing skills for student pilots. It studies factors like experience with controls, decision making under stress, and visual perception. The goal is to understand if using gaming can improve skills and provide information for implementing simulators in training programs.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Assessing the Effect of Playing Flight Simulators Video Games

on the Skill Development of Student Pilots in Flying

A Research Presented to the Faculty of the Senior High-School

WCC Aeronautical and Technological College

Binalonan, Pangasinan

In Partial Fulfillment

of the Requirements of the Subject

Practical Research

Submitted by:

OLINARES, Jamie G.

AGCAOILI, Andrew Alexis D.

MANGADAP, Lhoraine Klare

CLAROS, Aaron Dave B.

TASS, King Psyche

December 2023
Acknowledgement

First of all, we would like to show our appreciation to the Almighty God for His

guidance, blessings, and protection throughout our journey.

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

made it this far.

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

advice played a vital role in completing this paper.

1
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

research and endeavors.

Lastly, we extend our thanks to the Almighty God for guidance and strength. This work

is humbly offered to you.

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

simulator positively correlates with improving flying skills on inexperienced pilots.

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

stressful conditions, and increased visual perception.

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

simulator video games into pilot training programs.

2
TABLE OF CONTENTS

Page No.

TITLE………………………………………………………………………………...……

ACKNOWLEDGEMENT………………………………………………………………...

DEDICATION……………………………………………………………………………

ABSTRACT…………………………………………………………………………...….

TABLE OF CONTENTS…………………………………………………………….….

Chapter I: INTRODUCTION

Background of the study…………………………………………………………..

Theoretical Framework……………………………………………………………

Conceptual Framework……………………………………………………………

Research Paradigm…………………………...……………………………………

Statement of the Problem………………………………………………………….

Scope and Delimitation of the Study…………………………………………….

Hypothesis………………………………………………………………………..

Assumption………………………………………………………………………

Significance of the Study………………………………………………………...

Definition of Terms………………………………………………………………

Chapter II: REVIEW OF RELATED LITERATURE AND STUDIES

Review of Related Literature…………………………………………………….

Foreign Studies…………………………………………………………..

Local Studies……………………………………………………………..

Review of Related Studies……………………………………………………….

3
Foreign Studies…………………………………………………………..

Local Studies……………………………………………………………..

Synthesis…………………………………………………………………………....

Chapter III: METHODOLOGY

Research Design………………………………………………………………….

Locale and Population of the Study……………………………………………...

Sources of Data…………………………………………………………………..

Data Gathering Procedure………………………………………………………..

Statistical Tools for Data Analysis………………………………………………

Ethical Consideration…………………………………………………………….

4
CHAPTER I

THE PROBLEM AND ITS BACKGROUND

BACKGROUND OF THE STUDY

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

controlled virtual environment.(H. Antonio, 2023)

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

5
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

and safety standards.

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

tracking tasks affect cruise task performance.

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,

6
allowing pilots to record parameters and review performance. This makes them ideal for

emergencies to ensure proper response and optimal outcomes.

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

Figure 1: PshycoPhysiological Theory by___________________

7
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

the game design.

Figure 2: Skills Development Theory by _________________

Discuss the theory

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

can be unsuccessful. In this paper, we incorporate skill development theory ( Romiszowski,2009)

8
with the educational game development methodology proposed by Linek, Schwarz, Bopp and

Albert (2010), which provides a framework for game design

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.

The second characteristic is whether the skill-based task is tracking or disturbance

management. Specifically, a series of experiments (Advani & Hosman, 2001;Hosman et al.,

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

cues alone were shown to be sufficient.

One of the questions that needed to be answered was whether research conducted on

Aviation simulation training could be generalized to ground vehicle simulation. The

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

Figure 3: CAMOT Theory

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

10
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

INPUT PROCESS OUTPUT

● Type of flight ● Administration of ● Student pilots improve


simulator game. Questionnaires their skills and
knowledge playing
● Effect of playing ● Collecting Data flight simulator video
flight simulator game games
concerning their: ● Organizing Data
a)Experiences
b)Somatic tension ● Analyzing and
c)Level of activity Interpreting Data

 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

● 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?

11
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:

1. What type of simulator game the respondents are using?

2. What is the effect of playing flight simulator game concerning their:

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

confidence and comfort in the real-world scenarios in flight trainings?

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?

12
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?

Hypothesis of the Study

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?

Scope and Delimitation of the study

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

developments in flying as aspiring future pilots.

13
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.

The following aspects will contribute to the significance of this study:

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

their training and possibly improve their skills to perform better.

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.

14
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

the groundwork for more studies and improvements in aviation education.

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.

Assessing - to judge or decide the amount, value, quality, or importance of something.

(The Cambridge Advanced Learner's Dictionary, n.d). Operationally, It's how you will evaluate

the student's skill in playing the flight simulator.

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

enhance the knowledge of the student pilot.

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

you are in the act of using flight simulators as a way to explore.

15
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

simulators are an example of a video game.

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

will enhance your skill and knowledge on the topic of aviation.

Development - the process in which someone or something grows or changes and

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

are the most frequent users of flight simulator video games.

Flying - Travel by air. (The Cambridge Advanced Learner's Dictionary, n.d).

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

purposes, often in training.

16
CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

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

the researchers have studied.

Review of Related Literature

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

can also become addictive.

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

17
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

comprehensive literature review becomes essential to be made. By examining recent local

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,

18
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

partnership and employ various techniques.

19
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

positively impacted by creating a balanced and beneficial learning environment, so it is crucial to

evaluate and address these concerns thoroughly.

Review of Related Studies

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

requires a great deal of eye"hand coordination and visual"spatial ability to be successful.

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

20
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

for future pilots.

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

groups of people in society.

21
The world continues to go through rapid development, economic growth, as a result of

globalization in our environment, one of which is the presence of modern technological

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

22
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

games over the role in real life.

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

23
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

new form of addiction may impact negatively on an individual's academic performance.

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

evaluation and intervention towards maintaining the conducive learning terrain.

24
Chapter III

RESEARCH AND METHODOLOGY

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

simulators with natural resources.

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

among each student.

25
Sources of Data

Primary 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

flying in WCC-ATC Binalonan Campus.

Secondary Sources of Data

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

indisputable conclusion or prove their ideas.

They may be found online, in educational journals, newspapers, magazines, and research

reviews.

Population and Locale of the Study

The study will be conducted at the College of Aviation of WCC-ATC Binalonan

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

encouraging factors and possible obstacles.

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)

students from AOM, and twenty (20) students from COMFLY.

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.

Validity and Reliability

Discuss the Cronsbach Alpha

Table of Cronsbach Alpha

27
Data Gathering Procedure

The researchers will construct a questionnaire designed to collect information regarding

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

questionnaire will remain confidential and securely stored.

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.

Statistical Tools for Data Analysis

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

n = number of terms to be averaged

wi = weights applied to x values

Xi = data values to be averaged

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

to ensure the privacy and confidentiality of each respondent.

30
BIBLIOGRAPHY

According to the study of Hajaraih (2012) titled the "Skill Development Theory and

Educational Game Design: An Integrated Design Framework", it synthesizes foundational

cognitive and behavioral learning theories, encompassing Piaget's and Vygotsky's insights into

cognitive development and behaviorist principles. Building on a comprehensive skill taxonomy,

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

incorporate personalized learning models, utilizing learning analytics to tailor experiences to

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.

Background of the study

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Theoretical framework

Bell, A., Hajaraih, S., Pellegrini, A., and Tahir, H. (2012). Skill development theory and

educational game design: An integrated design framework.

Skill Development Theory, Game Design.https://docs.google.com/document/d/1VN3-

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.”

Original Research Article, vol. 14, 2023.

https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1185353/full?

fbclid=IwAR2xkZ2Koinqe1dqaxASzZzvSYFGP1x_fc0vCE8KoR_fAklng2QsO08PjbI

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Impact

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Skill

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Development

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Flight simulator

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Self-assurance

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Cost- effective

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Empirical

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Competency

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Immersive

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