Simulation in Aviation Training 2017
DOI: 10.4324/9781315243092-7
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Transfer of Skill from a Computer Game Trainer to Flight

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Cited by 9 publications
(21 citation statements)
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“…For example, the phenomenon of cultural omnivores (Warde, Wright, and Gayo-Cal 2007) may be explained as individuals having high levels of skill at amassing field-specific capital, which allows them to operate credibly and comfortably in a wide variety of consumption fields. The ability to decontextualize and recontextualize field-specific capital may also explain the apparent transferability of consumption competencies such as video gaming to occupational contexts of military (Gopher, Well, and Bareket 1994) or surgical practice (Rosser et al 2007).…”
Section: A New Way Of Consuming Capital?mentioning
confidence: 99%
“…For example, the phenomenon of cultural omnivores (Warde, Wright, and Gayo-Cal 2007) may be explained as individuals having high levels of skill at amassing field-specific capital, which allows them to operate credibly and comfortably in a wide variety of consumption fields. The ability to decontextualize and recontextualize field-specific capital may also explain the apparent transferability of consumption competencies such as video gaming to occupational contexts of military (Gopher, Well, and Bareket 1994) or surgical practice (Rosser et al 2007).…”
Section: A New Way Of Consuming Capital?mentioning
confidence: 99%
“…Space Fortress is a game created by experimental psychologists (Donchin, 1989, 1995) to be used as a common task in which diverse researchers can apply diverse “learning strategies” and compare their effectiveness in mastering “a rather complex task” (Donchin, 1989, p. 1). Most modern studies of Space Fortress (Donchin, 1995) have used the version crafted by Gopher, Weil, and Bareket (1994). This version includes the original measure (Points), three measures (Speed, Control [CNTRL], and Velocity) designed by Frederiksen and White (1989) as a means of focusing attention on different task components during training, and Total, which combines parts of the other four.…”
Section: Asymptotes Due To Measurement Methods and Theorymentioning
confidence: 99%
“…The accumulated evidence has revealed the benefits of adopting digital-game based learning in various settings, such as in air force and navy technical training [ 9 , 10 ] and science, technology, engineering, and mathematics education [ 11 14 ]. Compared with the amount of research on digital-game based learning in science, technology, engineering, and mathematics education, research on digital-game based learning in language education and learning is comparatively less [ 15 , 16 ].…”
Section: Introductionmentioning
confidence: 99%