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1 INTRODUCTION
Simulatorsplayapivotalroleintrainingofpersonnel
inmostoftoday’ssafetycriticaldomains.Being one
suchdomain,maritimeindustryhaslongbeenrelying
onsimulatorsfortrainingitscrew(Hjelmervik,Nazir,
&Myhrvold,2018).MaritimeEducationandTraining
(MET) has traditionally utilized a combination of
theoretical education andpractical, handson
experience at sea.METs curriculum follows both
theorybased(i.e.classroom,textbook,theory
education) and practicebased (handson via (i)
simulators and (ii) atsea) education. With the
convenience of maritime simulators, increasingly
morepracticeorientedtrainingisoccurringinbridge
and machine
room simulators (Nazir, Øvergård, &
Yang,2015).StandardsofTraining,Certificationand
Watchkeeping(STCW)approvestheuseofsimulator
that are in compliance Section AI/12 as a substitute
foronboardtraining(STCW,2011).
Whetheritissimulationortrainingonthejob,the
keyoutcomeexpectedfromtrainingis
thetransferof
skills from training environment to the real work
environment. Onthejob training has its limitations
whenitcomes totrainingfor demandingoperations
due to the safety implications and associated costs.
Simulators bypass these limitations, as they are safe
and costeffective way to acquire skills.
Simulators
allow students to make errors and learn from their
mistakesinacontrolledenvironment,freefromreal
world consequences (Salas, Bowers, & Rhodenizer,
Impact of Simulation Fidelity on Student Sel
f
-efficacy
and Perceived Skill Development in Maritime Training
S.K.Renganayagalu
UniversityofSoutheastNorway,Borre,Norway
InstituteforEnergyTechnology,Halden,Norway
S.C.Mallam,S.Nazir,J.Ernstsen&P.Haavardtun
UniversityofSoutheastNorway,Borre,Norway
ABSTRACT:Maritimeeducationandtraining(MET)hasalongtraditionofusingsimulatortrainingtodevelop
competentseafarersandrelevantseafaringskills.Inasafetycriticaldomainlikemaritimeindustry,simulators
provide opportunities to acquire technical, procedural and operational skills without the risks and expense
associated with onthejob training. In such training, computergenerated simulations and simulators with
higherrealismareinferredtobettertrainingoutcomes.Thisrealism,ortheextenttowhichsimulatorsreplicate
theexperience of areal workenvironment,isreferred to asthe “fidelity” of a simulator. As the
simulation
technologydevelops,themaritimeindustryadaptstomoreadvanced,higherfidelitysimulators.However, the
cost of a simulator generally increases with increasing fidelity, and thus practical and economic constraints
mustbeconsidered. Inthispaper,weinvestigatedtwotypesofsimulatorsonperceivedskilldevelopmentof
thestudentsatengine
roomsimulationtraining.Wecomparedtheselfefficacylevelsof11secondyearmarine
engineering students and their perceived skill development between two different fidelity engine room
simulators. The result suggests that students have higher motivation and prefer to train with immersive
trainingsimulatorscomparedtothetraditionaltraining.This
articleaimstoaddtoexistingknowledgeonthe
influenceoffidelityofsimulatorsintrainingeffectivenessinmaritimeeducationandtraining.
http://www.transnav.eu
the International Journal
on Marine Navigation
and Safety of Sea Transportation
Volume 13
Number 3
September 2019
DOI:10.12716/1001.13.03.25
664
1998).This cost efficient and safe environment
where students learn and develop skills through
practice is the key reason to use simulators in the
MET. Simulators are designed to reproduce the
aspectsfromtherealworkingenvironment,anditis
generallyassumedthattheeffectivenessoftransferis
mainly due
to the fidelity, or level of realism of
simulator.Thiscanvaryfromreplicationofapartof
thesystemoftheworkenvironmentinisolation,e.g.
tasktrainers,allthewaytotherecreationofthewhole
workingenvironment,e.g.fullscopebridgesimulator
(Veritas,2011a).
Simulators are often
categorized as low, medium
and high fidelity systems (Veritas, 2011b). Ideally,
simulatorsshouldreplicatethelookandfunctionsof
the real environment. However, the cost of the
simulatorsalsoincreaseswiththefidelity.Thegeneral
goalofthesimulatoristokeepthetrainingcostlow
while extracting maximum training effect
from the
system.Forthisreason,maritimeschoolsandtraining
facilitieshaveseverallowfidelitysimulatorsandfew
high fidelity simulators. Low fidelity simulators are
used in the initial learning stages to familiarize and
train basic skills while highfidelity simulators are
used in the later stages of training in
order to train
advancedtechnical and nontechnical skills. Theuse
oflowvshighfidelitysimulatorinMETisbasedon
theStructureofObservedLearningOutcome(SOLO)
taxonomymodel.Inlevels1,2and3 theuseoflow
fidelityisidealforlearning.Studentslearnthebasics
and
starttocombinedifferentaspects.Whenstudents
enterlevel4theneedformorecomplex systems are
requiredin order to combine evenmore aspects but
alsoinordertomakethesurroundingsasrealisticas
possible. However, this current education model is
being challenged by the proliferation of Virtual
Reality(VR)technologyinsimulators.
With the introduction of advanced and cost
effective VR Head Mounted Displays (HMDs),
simulators based on VR technology now could
provideveryhighrealismofavirtualenvironmentat
a relatively low cost compared to traditional
simulators.Inrecentyears,immersiveVRsimulators
havebeendeveloped
andareincreasinglyappliedin
variousfields.VR’sabilitytoprovidehighimmersion
at a low cost has many advantages over traditional
simulatorsandhaspotentialforsignificantimpacton
future education and training in the maritime
industry. Therefore, the current study provides a
relevant and timely comparison of two
simulator
concepts: Desktopbased and immersive VR based
simulators by investigating the relationship between
the simulator types, student selfefficacy and
perceived skill development related to advanced
MET.
1.1 Aimofthestudy
The aim of this study is to compare the student’s
perception of selfefficacy and skill development
following
participationinsimulationexercisesintwo
simulatorswithdifferentlevelsoffidelity.Following
research questions concerning simulator usage in
marineengineeringeducationwereposed:
What are the perceptions of students towards
simulatortrainingbasedonVRtechnology?
Whatarethedifferencesinperceivedselfefficacy
between students engaging in training exercises
usingsimulatorsofdifferingfidelities?
Whatarethedifferencesbetweentheeffectiveness
ofthesimulatorsbasedondesktopandVRHMD
inperceivedskilldevelopment?
These questions are addressed through an
empiricalstudycomparingtheVRanddesktopbased
engineroomsimulatorprototypes.
2 BACKGROUND
In this section, some of the key concepts behind
simulator
fidelity, VR and the relationship between
simulator fidelity and training effectiveness are
discussed.Inaddition,thetheorybehindselfreported
measuresusedinthestudyaredescribed.
2.1 Simulatorfidelity
Fidelityisaconceptthatrendersthedegreeofrealism
of simulator or simulations (Noble, 2002). Liu et al.
definesthe
simulationfidelityas“thedegreetowhich
device can replicate actual environment, or how
“real”thesimulationappearsandfeels”(Alessi,1988;
Liu,Macchiarella,&Vincenzi,2008).Thisfidelity,or
realism,ofsimulatorshave astrongemphasis in the
developmentandclassificationofsimulators(Veritas,
2011a).Theconnectionbetweentraining
transferand
fidelity of simulator is grounded in the theories of
identical elements (Thorndike, 1913) and common
elements(Thorndike,1935).AccordingtoThorndike’s
theories,thetransferofskillsoccursfromsimulators
to the operational environment when the simulators
and operational environment share common
elements. With this argument, in order to maximize
transfer, one should increase the common elements
betweenthe simulatorsand the operational
environment. Following this concept, simulator
developers and training schools emphasize high
simulatorfidelityformorerealistictraining.
Figure1. Relationship between degree of fidelity and
learning for novice, experienced learners, and expert
learners.(Rieber,1994,p.244)
The ‘fidelity’ of a simulator could further be
classifiedasphysicalandfunctionalfidelity.Physical
fidelityreferstotheappearance,soundandfeelofthe
simulator to operational environment. Functional
fidelity refers to the degree of behavior of the
665
simulator to the real operations (Hamstra, Brydges,
Hatala, Zendejas, & Cook, 2014). Historically, the
focusonsimulatordevelopmenthasbeenonattaining
the highest physical fidelity. This is based on the
assumption that maximum training transfer occurs
with highest realism of simulators (Dahlstrom,
Dekker,VanWinsen,&Nyce,2009).Researchers
have
previously indicated that certain aspects of fidelity
contributes more to skill transfer than other
(Gerathewohl, 1969). Many argue that it is the
functional fidelity of the simulator that is more
important than physical fidelity (Kraiger, Ford, &
Salas,1993;Sharma,Boet,Kitto,&Reeves,2011).The
motion platforms for
the bridge simulator is an
example from the maritime industry. Compared to
theirpopularity1015yearsago,theyareseldomused
nowintrainingfacilitiesduetotheircomplexityand
costwithminimaltrainingbenefitsoverfixedbridge
simulators.
2.2 Simulatorfidelityandlearning
The educational value of the simulators
is well
established in many studies (Roenker, Cissell, Ball,
Wadley, & Edwards, 2003; Sturm et al., 2008).
However,therelationshipbetweensimulatorfidelity
and learning is still an ongoing research. There are
studiesthathavefoundbetterlearningoutcomeswith
high fidelity simulators (Allen, Park, Cook, &
Fiorentino,2007;Crofts
etal.,2006;Gradyetal.,2008).
However, there are also studies that found no
correlation between simulator fidelity and learning
outcomes(ChaLee,GustavoA.Rincon,GregMeyer,
TobiasHollerer,&Bowman, 2013;Norman,Dore, &
Grierson,2012).These contradictoryresultscould be
duetotheinterdependencyofthedegree
ofsimulator
fidelityandthelearningstagesofthelearner(Noble,
2002).Alessi hypotheses that there isa certain point
beyond which additional simulator fidelity reduces
therateoflearning(Alessi,1988).Alessifurtherstates
that the degree of fidelity on a computerized
simulationexperience shouldmatchthegoaland
the
training stage of the learner. He categorized the
learning stages in computerized simulations as
presentation, guidance, practice, and assessment.
Assuming these learning stages are increasingly
demanding,each stageof instruction shouldpresent
increasing degrees of simulation fidelity (Rieber,
1994). The literature on simulator fidelity and
learningoutcomegenerallycometo
aconclusionthat
the fidelity of the simulator should increase as the
learningstageofthestudentincreases.However,the
exactdegreeofsimulatorfidelityforeffectivelearning
ineachstageisstillhardtodefine.
2.3 Immersion,presenceandvirtualreality
ImmersionandPresencearethekeyconceptsused
for
describing VR. Immersion is the objective level of
sensory fidelity provided by VR system (Doug A.
Bowman&McMahan,2007).Itistheextenttowhich
theVRsystemarecapableofdeliveringaninclusive,
extensive,surroundingandvividillusionofrealityto
thesensesofahumanparticipant(Doug
A.Bowman
&McMahan,2007).Immersioncouldbeincreasedor
reduced by altering the specification of the system.
Presenceisthe“thesubjectiveexperienceofbeingin
oneplacewhenoneisphysicallyinanother”(Witmer
& Singer, 1998). High presence means the user has
very little or no disbelief
in the virtual environment
they are experiencing. Immersion of a VR system is
comparabletothe physical fidelityof the simulators
as both immersion and physical fidelity could be
objectivelymeasured.SincetheenvironmentinVRis
fully digital it is relatively costefficient and
straightforwardtoachieve highphotorealism
compared
tothetraditionalsimulators.
2.4 Selfefficacy
Measuringthelearningoutcomeiskeyforcomparing
theeffectivenessoftwodifferentlearningstrategies or
tools. Students’ overall perception of their learning
and their perceived selfconfidence are used as an
indicator for learning outcomes. Kraiger et al.
categorizes the learning outcome
from training into
three categories: Cognitive, Skill based and affective
(see Figure 2) (Kraiger et al., 1993). So, the
measurement of training outcome should also be
multidimensional. i.e. changes in declarative
knowledge, skilled behavior and selfefficacy for
transfer should be measured (Salas, Tannenbaum,
Kraiger,&SmithJentsch,2012).
Figure2. Classification of learning outcome (Kraiger et al.
1993,p.312)
Astudent’sperceivedselfefficacyisbelievedtobe
influential on the student’s level of performance,
choice of tasks, and the amount of effort put into
performing those tasks. Selfefficacy theory
established by Bandura (1977, 1986), concerns
individualsʹ perception of selfconfidence to
successfullycompleteatask.Thetheoryproposes
that
individualsʹ behavior is determined through
continuous interaction among cognitive, behavioral,
and environmental factors. Increasing student’s
perception of selfefficacy improves their critical
thinking, communication, and spirit of inquiry, thus
developing them as more competent practitioners.
Selfefficacy,acquiredbeforeorduringtraining,leads
to more motivation to learn and
better learning
outcomes(Salasetal.,2012).Whileusingselfefficacy
asameasureoftrainingoneshouldalsobeawarethat
a person’s perceived selfconfidence can also be
subjected to false estimation where the ignorant
overestimatetheirabilityandperformance(Dunning,
Johnson,Ehrlinger,&Kruger,2003).
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2.5 Selfassessingskilldevelopment
Selfassessing one’s performance is difficult. It is
when students make judgments about their own
performance (Boud & Falchikov, 1989). There are
numerousfactorsthatinfluencestheassessment.For
instance,priorexperiencesandknowledge(Manita,et
al.,2015)andemotions (Fredrickson,2001;Vanlessen
Raedt, Koster
and Pourtois, 2016) are repeatedly
foundtoinfluencehowweperceivetheworldaround
us. In fact, it has been found that inducing positive
emotions on the student increases the student’s
perception of their own skill development (Um,
HaywardandHomer,2012).
Empirical examinations have found that students
tend to
either overestimate or underestimate their
performance relative to the instructor’s evaluation
(Boud&Falchikov,1989).However,ifselfassessment
is correctly implemented, it can promote intrinsic
motivation and a more meaningful learning
experience(McMillan&Hearn,2008).However,there
has been less attention to how students selfassess
their
performancewhileimmersedinavirtualworld.
3 METHOD
3.1 Experimentsetup
The study was conducted with the engine room
simulator (M11‐ CNTNR) delivered by Kongsberg
Digital(KDI). Thesimulator provides aplatform for
simulatedinteractions between the user and various
systems and instruments in the engine room. The
simulation
isvisualizedinbothprocessdiagramsand
threedimensional (3D) scene image viewed on a
computerscreen(Desktop)orHMD(ImmersiveVR).
It enables the users to interact and perform va rious
engineroomoperationsandtasksvirtually.InVR,the
virtualsceneisupdatedcontinuouslyaccordingtothe
headpositionof
theuserwhiletheuserhastorotate
thesceneusingajoystickinthedesktopsimulatorto
lookaround.
Figure3.Experimentalprocedure
Both the VR and desktop simulators (See figures
and6)wererunbyDellAlienwarelaptop(Graphics
Card: GTX1080; Processor: Intel i77820HK @ 2.90
gHz;RAM:16GB).TheVRsimulatorisconnectedto
HTC Vive HMD and hand controllers (Resolution:
1080x1200 per eye; Refresh Rate: 90 Hz; FOV: 110°).
ThedesktopsystemwasconnectedtoaDellU2717D
monitor (Size: 68.47cm; Resolution: 2560x1440;
ResponseTime:8.0msG2G;RefreshRate:60Hz)with
Xboxgamecontroller.
3.2 Participants
Atotalof11students(averageage:25.2,SD:8.6)from
thesecondyearmarineengineeringclassparticipated
in thestudy on a
voluntary basis. All 11 were male
participants and 3 of the participants had prior
onboard experience (average: 1.33 years). 5 of the
participants had previously heard about VR
technologybutnone werefamiliarwith theconcept.
All 11 participants had experience playing video
gameswith theirfamiliarity ofvideo gamesranging
frommoderatetoextreme.Astheparticipantsneeded
a fundamental theoretical knowledge for operating
engine room simulators (e.g. identify different
components and their purposes), the secondyear
marine engineering students were recognized as the
targetpopulationforthestudy.
3.3 Experimentprocedure
Aquasiexperimentaldesignwasusedforthe
study.
A nonprobability, convenience sampling was
obtained from the secondyear marine engineering
studentsenrolledinaUniversitylocatedinNorway.
Thiswasacomparisonstudybetweentwosimulator
training modalities: simulation training based on
immersive VR and simulation training based on
Desktop computer. The experimental task was to
familiarize
andlearntooperatethefueloilseparator
and Fresh water generator in the engine room
simulator. The experiment started with an informed
consentform that explained the study and its goals.
Before the study began participants were briefed
about their rights and data protection protocols. In
addition,the hardware
usedin the experiment were
explained. After the initial presentation, a pretest
questionnaire with demographic information and
participantsfamiliaritywithVRand3Dgameswere
collected. There were two trial runs for each
participant, 1 for VR and 1 for desktop simulator
prototype.
Figure5.EngineroomsimulatorinDesktop
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Figure6.EngineroomsimulatorinVR
Participantswerefirstintroducedtothesimulator
for 10 mins to familiarize and train with the
simulator,system,controlsandinteraction.Thenthey
weregivenatasktoperforminthesimulator.While
they performed the task in the simulator various
performancemeasureswererecorded.Feedbackfrom
the participants were collected
post task. After a
break, the experiment procedure (see figure 3) was
repeated with the same participant for the other
simulator. Two different tasks and counterbalancing
wereusedtoavoidthelearningeffect.Withinsubject
designwasadaptedforthestudyinordertoincrease
thedatasamplesandstatistical
power.
3.4 Measurements
A posttest questionnairewas presented to
participants after the test run. The questionnaire
comprised of 14 items. 12 of which were used to
assess the perceived usefulness, ease of use and
usability of the simulator systems. Remaining two
itemsweretomeasuretheselfefficacyofthe
students
adapted from the Bandura’s guide for selfefficacy
scales(Bandura,2006).AsevenpointLikertlikescale
wasdevelopedwiththefollowingitemsbasedupon
technologyacceptancemodel(Venkatesh,2000),
1 Forperceivedusefulness
Using the simulator improves my learning
performance.
Usingthesimulator enhancesmy effectivenessin
mylearning.
Ifindthesimulatortobeusefulinmyeducation.
2 Forperceivedeaseofuse
My interaction with the simulator is clear and
understandable.
Interacting with the simulator does not require a
lotofmymentaleffort.
Ifindthesimulatortobeeasytouse.
IfinditeasytogetthesimulatortodowhatIwant
ittodo.
3 Forperceivedenjoyment
Ifindusingthesimulatortobeenjoyable
The actual process of using the simulator is
pleasant.
Ihavefunusingthesimulator.
Inaddition,followingtwoquestionswereaskedin
a semistructured interview: “What were the most
importantaspect of the simulation experience?” and
“How could this simulation experience be
improved?” to further garner more information to
improvethesimulators.
4 RESULTS
Theanalysisof
Likertlikescaledatawascarriedout
tocomparetheuseracceptanceofthenewsimulator
prototypes.Figures6and7showsthatmajorityofthe
students perceived both VR and Desktop simulators
to be useful, easy to use and valuable for their
education.Apaired,twotailttestwas
carriedoutto
measurethedifferencebetweenthegroups.Question
number 4 and 11 had pvalue less than 0,05. There
was no significant difference between the VR and
desktop group for the other 12 items in the
questionnaire.
Table1.Selfefficacyscores
_______________________________________________
VRDesktop
MeanSt.Dev MeanSt.Dev
_______________________________________________
Icanidentifyandmanipulate80,4521,73 80,9115,14
thedifferentcomponents
inthesimulator
Icanperformthegiventask 64,0921,77 67,1818,85
inreallifeasofnow
_______________________________________________
The results from the selfefficacy scale are
provided in Table 1. The mean and standard
deviationaresimilarforboththegroups.Thescores
indicate that students became quickly familiar with
boththesimulatorsandtheirinteractions.Thelackof
onboard experience reflected in the relatively low
score
inthequestionaboutperformingthetaskinreal
life.Allparticipantsinthestudyagreedthattraining
usingboththesimulatorsbeingrealistic.
Figure6.Posttestquestionnairefordesktopsimulator
Figure7.PosttestquestionnaireforVRsimulator
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5 DISCUSSION
In this study we compared the VR and desktop
versions of the machine room simulator of a ship.
Although the underlying physical model of the
simulation is the same, the simulators provide
different FOV and interaction. Our hypothesis was
thattheimmersiveVRsimulator wouldhavehigher
perceived
selfefficacy and skill development than
desktopsimulator.InVRthevirtua l sceneisupdated
continuously according to the head position of the
user while the user has to rotate the scene using a
joystickinthedesktopsimulator.Theinteractionsare
also more natural in VR as the users
have direct
manipulationofobjectsthroughahandheldcontroller
compared to joystickbased interaction in desktop
simulator. However, our hypothesis was not
supportedbythefindings.Thelackoffamiliaritywith
VR and limitations in the VR simulator prototype
couldbea reasonforthis.Ourobservationsandexit
interviewswith
someoftheparticipantsrevealedthat
theystruggledtoreadsmallerlabelsandtagsinVR
simulator due to the resolution and font size.
According to those participants, although the
experiencewasimmersiveinVR,itwasannoyingto
not being able to read the labels. Regardless of this
short
coming, all participants found both the
simulators pleasant to use. Even without prior
familiarity with the VR concept, students found the
interaction in VR to be better than Desktop
simulators.
User acceptance is an important factor for
successfully adapting new technology in education.
Sincetheperceivedusefulnessscorewasveryhigh
for
VR simulator which is one of the key drivers for
technologyacceptanceamongusers.Another
important factor influencing user acceptance and
learningistheintrinsicmotivation.Inourstudy,the
students perceived the VR simulators to be more
enjoyableandfuntouseandlearn.Thisconfirmsour
findings
fromthepreviousdatacollection(Mallamet
al., 2019). VR simulators offer multiple advantages.
Theyarecompactandcosteffective,stillprovidevery
highrealismandfidelityofsimulations.VRmotivates
thestudentstolearnandwillbeeasilyaccessiblethan
traditionalsimulators.
The qualitative analysis of the notes from the
student’s exit interview provided additional insights
intopotentialuser’sperceptions.Usercommentsalso
indicated that being immersed in the VR simulator
providedthemtheopportunitytounderstandthesize
and layout of the engine room. This is particularly
important as most of the maritime students lack on
boardexperienceprior
tothestartoftheireducation.
VR simulators will enable them to experience and
preparethemforthelifeonboard.
6 CONCLUSIONANDFUTUREWORK
The study participants found both the desktop and
VRsimulatorstobeusefulfortheirskilldevelopment.
Thetechnologyacceptancewasveryhighamongthe
participants
for the new VR simulator. Participants
reported that the immersive simulations provided
realistic feel of being in the engine room and it
positively affected their selfefficacy and perceived
skill development. It was observed that some
participantsstruggledtointeractwithsystemsinVR
simulatorsassomecomponentlabelswere
difficultto
read due to limitation of HMD resolution. This is a
limitation for VR to be successfully adapted for
simulatortraining,butthiswillimprovewithhigher
resolutionVRheadsetsinfuture.
Simulators based on immersive VR are an
innovativeandpowerfultoolformaritimeeducation.
In order to utilize
them to their fullest potential, a
constantdialoguemustbeheldbetweenthesimulator
instructors, developers, researchers and students to
continuallyimprovethem.Furtherstudiesontraining
transfer, knowledge/skill retention, long term effects
of prolonged usage of VR simulators should be
conducted.
ACKNOWLEDGEMENTS
The first three authors would like to thank the Research
Council of Norway for financial support of the research
project Innovating Maritime Training Simulators using
Virtual and Augmented Reality, InnoTraining (project
number:269424).
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