The goal of this research was to determine the factors that influence aviation students’ intention to use VR for flight training. An extended Technology Acceptance Model (TAM) was developed that incorporates elements of the Theory of Planned Behavior (TPB); factors derived from relevant, validated extended TAMs; and new factors that are theorized to impact use intention. These factors are related to aviation education, the use of VR technology in training environments, and using VR for flight training. The new model may explain flight students’ acceptance of VR for flight training as well as their intent to use the technology. A quantitative research method with a cross-sectional survey design was utilized. Descriptive statistical analysis,...
This study investigated the specification of educational compatibility within a technology acceptanc...
Since the basic model of technology acceptance model (TAM) was introduced, studies in various fields...
Cette thèse visait à identifier des facteurs d'acceptation et de rejet de la réalité virtuelle dans ...
Immersive simulation technology has been incorporated into numerous training environments, including...
Educators have incorporated technology into flight training for decades. These devices have increase...
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into tr...
Virtual Reality (VR) is a rapidly evolving industry that is slowly becoming more accessible to new ...
[[abstract]]Since humans in all social stratifications massively using applied information technolog...
The interactive computer-generated simulation, virtual reality (VR), is growing as an educational an...
A recent experimental flight training program at Embry-Riddle Aeronautical University investigated t...
Flight Simulators have become an integral part of the part 141 training environment. Reliance on fli...
Virtual Reality (VR) is a computer-generated environment that creates a simulated experience for use...
Technology Acceptance Model (TAM) has received great recognition through the various research conduc...
Decreases in simulation costs and increases in aircraft training costs led to the need for further i...
The ubiquity of computing technology has revolutionized the workplace and has also had a significant...
This study investigated the specification of educational compatibility within a technology acceptanc...
Since the basic model of technology acceptance model (TAM) was introduced, studies in various fields...
Cette thèse visait à identifier des facteurs d'acceptation et de rejet de la réalité virtuelle dans ...
Immersive simulation technology has been incorporated into numerous training environments, including...
Educators have incorporated technology into flight training for decades. These devices have increase...
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into tr...
Virtual Reality (VR) is a rapidly evolving industry that is slowly becoming more accessible to new ...
[[abstract]]Since humans in all social stratifications massively using applied information technolog...
The interactive computer-generated simulation, virtual reality (VR), is growing as an educational an...
A recent experimental flight training program at Embry-Riddle Aeronautical University investigated t...
Flight Simulators have become an integral part of the part 141 training environment. Reliance on fli...
Virtual Reality (VR) is a computer-generated environment that creates a simulated experience for use...
Technology Acceptance Model (TAM) has received great recognition through the various research conduc...
Decreases in simulation costs and increases in aircraft training costs led to the need for further i...
The ubiquity of computing technology has revolutionized the workplace and has also had a significant...
This study investigated the specification of educational compatibility within a technology acceptanc...
Since the basic model of technology acceptance model (TAM) was introduced, studies in various fields...
Cette thèse visait à identifier des facteurs d'acceptation et de rejet de la réalité virtuelle dans ...