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An Empirical Evaluation of Transfer-of-Training of Two Flight Simulation Games

Author

Listed:
  • Hans J. E. Korteling
  • Anne S. Helsdingen
  • Ralf R. Sluimer

Abstract

Aim . The objective of this study was to collect evidence of transfer-of-training to professional performance provided by two stand-alone PC-based flight games. Background . These realistic games, Falcon 4.0 (F-16 specific) and Microsoft Flight Simulator (civil aircraft), are designed for entertainment purposes, lacking any purposeful or explicit instructional support. Method . This quasi-experimental study used three pre-existing groups of gamers (n = 37; Falcon 4.0 gamers, Microsoft Flight Simulator gamers and control group: gamers without flight game experience) that performed three typical F-16 flight tasks in a high-fidelity fixed-base flight simulator. Results . The Falcon 4.0 gamers performed substantially better on almost all tasks compared to the control group, and to a lesser degree to Microsoft Flight Simulator gamers. The Falcon 4.0 group showed near- and far-transfer on almost all flight performance measures: the game had prepared them for the generic and specific military aspects of the test flight tasks. Performance of the Microsoft Flight Simulator gamers indicated only far-transfer, i.e., transfer of more generic flight skills from the game to the test flight tasks. Conclusion . Both near- and far-transfer of job related competences may occur by playing realistic entertainment games.

Suggested Citation

  • Hans J. E. Korteling & Anne S. Helsdingen & Ralf R. Sluimer, 2017. "An Empirical Evaluation of Transfer-of-Training of Two Flight Simulation Games," Simulation & Gaming, , vol. 48(1), pages 8-35, February.
  • Handle: RePEc:sae:simgam:v:48:y:2017:i:1:p:8-35
    DOI: 10.1177/1046878116671057
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    References listed on IDEAS

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    Cited by:

    1. Joe A. Wasserman & Jaime Banks, 2017. "Details and Dynamics: Mental Models of Complex Systems in Game-Based Learning," Simulation & Gaming, , vol. 48(5), pages 603-624, October.

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