DIGITAL LIBRARY
COMPARING ONLINE LANGUAGE COMPREHENSION TO FACE-TO FACE LEARNING USING AVIATION GAMING SOFTWARE
VSB-Technical University of Ostrava (CZECH REPUBLIC)
About this paper:
Appears in: EDULEARN21 Proceedings
Publication year: 2021
Pages: 10291-10298
ISBN: 978-84-09-31267-2
ISSN: 2340-1117
doi: 10.21125/edulearn.2021.2130
Conference name: 13th International Conference on Education and New Learning Technologies
Dates: 5-6 July, 2021
Location: Online Conference
Abstract:
Gaming has provided a potential source of learning since it was introduced in the 1960s. At the Technical University of Ostrava those interested in the field of aviation have been able to supplement their studies at school using a variety of gaming software available online. This paper examines how gaming software, focused on airport controller-pilot scenarios, can be used in the language-learning classroom to improve students’ ability to communicate in English. It more specifically keeps in mind the role of ergonomics, decision-making and short-term memory studies, which looks at how the mind focuses and filters out information when red flag words, denoting more serious situations, are used in aviation. In order to do this, different scenarios are set up in which aircraft are placed in various conditions from where flying is completely safe to situations where there are different degrees of danger that are indicated by such red flag words as heart attack or engine failure. It draws its conclusions using variations of an air traffic control game implemented over two semesters, one completely in a classroom and the other online in a virtual classroom, for the same group of ten to twenty-five students. Along with the teacher, they have monitored, recorded and exchanged information on mistakes and observations made in using aviation phraseology and terminology during their lessons.
Keywords:
Readback, hearback, diochotic listening, virtual classroom, aviation gaming.