effect of a serious game on aviation vocabulary acquisition
Open accessAbstract
Having proficiency in the standard aviation phraseology specified by International Civil Aviation Organization (ICAO) is of great importance for prospective pilots in communication with air traffic controllers and other pilots. The ambiguity in the standard phraseology could be a disaster for the flight crews. That’s why; serious thought has been given at the policy of improving the precise communication in aviation. However, it remains unclear whether the serious game-based flight simulations can enhance the vocabulary intake of the learners who invest the majority of their time in studying the standard aviation phraseology. There is also a dearth of research pertaining to the association between serious gaming and aviation phraseology. The advancement of the technology has exponentially expanded the digital games and therefore began to be widely used in education. The current study thus sets out to investigate the effect of a serious simulation game X-Plane 11 offering invaluable learning experience on aviation vocabulary acquisition. This investigation takes the form of a quasi-experimental mixed-method research by retrieving convenience sampling (15 subjects in experimental group, 15 subjects in control group). The findings indicated that there had been strong evidence of the positive effects of serious gaming on the learners’ outcome. Following the integration of the serious game, a significant increase with the medium effect size in the experimental group was recorded. This finding was also echoed by the majority of the interviewees who unanimously emphasized that the game was beneficial and motivating for language learning despite the minority challenges triggered by the level of language, hardware, and software types.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
The game environment can evoke feelings of enjoyment and security, which might reduce learners' anxiety about using a foreign language and making mistakes.
“Additionally, the game environment can evoke feelings of enjoyment and security, which might reduce learners’ anxiety about using a foreign language and making mistakes [15,36,40].”
From Exploring the relationship between digital gaming, language attitudes, and academic success in EFL university students (2024) · cites this paper as [36]
Our research highlights the undeniable benefits of digital games for vocabulary acquisition.
“our research highlights the undeniable benefits of digital games for vocabulary acquisition (e.g., [[34], [35], [36]]).”
From Exploring the relationship between digital gaming, language attitudes, and academic success in EFL university students (2024) · cites this paper as [36]
Cites
Games, Motivation, and Learning: A Research and Practice Model
Garris, R. D., Ahlers, R. H., & Driskell, J. E. (2002) · Simulation & Gaming · doi:10.1177/1046878102238607 · Cited by 3,257 · cited 4× · see citing works
“Garris [31] posits that educational games designed and built by considering these attributes possess a high potential to address learners’ needs.”
BackgroundMethodResultInfluentialA systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890 · cited 1× · see citing works
“Yet, recent trends have indicated growing attention in digital-game based learning [2].”
BackgroundDevelopment and use of the ARCS model of instructional design
Keller, J. M. (1987) · Journal of Instructional Development · doi:10.1007/bf02905780 · Cited by 2,332 · cited 2× · see citing works
“In this respect, Keller [37] emphasizes the importance of motivational design for meaningful learning by introducing the ARCS model that underscores attention referring user interest, relevance known as usefulness of the content, confidence meaning success expectation, and satisfaction.”
BackgroundInfluentialInteraction between learning and development
(1980) · Mind in Society · doi:10.2307/j.ctvjf9vz4.11 · Cited by 2,150 · cited 1× · see citing works
“This is in line with the assumption that the zone of proximal development that refers to the learner’s competency to favorably accomplish tasks with the help of more competent people [40] exists throughout the flight school.”
BackgroundFrom visual simulation to virtual reality to games
Zyda, M. (2005) · Computer · doi:10.1109/mc.2005.297 · Cited by 1,472 · cited 1× · see citing works
“A broader definition was also provided by Michael Zyda [21], stating, “Serious games have more than just story, art, and software, however.”
Barreteau, O., Abrami, G., Bonté, B., et al. (2016) · Cambridge International Law Journal · doi:10.1007/978-3-319-40612-1 · Cited by 1,227 · cited 1×
“Abt [20] firstly proposed the idea that games might be more effective when designed with educational considerations.”
BackgroundPsychology of learning for instruction
Lohr, L., & Chang, S. (2005) · Educational Technology Research and Development · doi:10.1007/bf02504860 · Cited by 1,165 · cited 1× · see citing works
“Learners, therefore, are not empty vessels waiting to be filled, but rather active organisms seeking meaning" [28], (p.”
BackgroundBoyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.11.003 · Cited by 1,133 · cited 1× · see citing works
“This is also verified by the number of articles published on this topic [6],[7].”
BackgroundA scoping review of research on digital game-based language learning
Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.07.001 · Cited by 319 · cited 3× · see citing works
“These findings accord with earlier studies [7], [10], [31] on serious gaming that highlighted the simulated landscape, improved controls, and on-time auditory intervention in captivating learners’ attention.”
BackgroundResultDigital Games in Language Learning and Teaching
(2012) · doi:10.1057/9781137005267 · Cited by 248 · cited 4× · see citing works
“best takes place when the instruction involves active participation, engaging tasks referring students’ needs, experimenting, relevant contexts, and meaningful feedback with the affordances of digital media [1].”
BackgroundInfluentialSerious Use of a Serious Game for Language Learning
Lewis, W., & Johnson (2007) · International Journal of Artificial Intelligence in Education · doi:10.3233/jai-2010-0006 · Cited by 240 · see citing works
Sharpening a tool for teaching: the zone of proximal development
Wass, R., & Golding, C. (2014) · Teaching in Higher Education · doi:10.1080/13562517.2014.901958 · Cited by 201 · cited 2× · see citing works
“[41] Wass, R., & Golding, C., “Sharpening a tool for teaching: the zone of proximal development”, Teaching in Higher Education, 19(6), 671-684, 2014. https://doi.org/10.1080/13562517.2014.901958 N. and R. Dinçer, The effect of a serious game on aviation vocabulary acquisition 61 International Journal of Serious Games…”
BackgroundInfluentialEffectiveness of MMORPG-based instruction in elementary English education in Korea
Suh, S., Kim, S. W., & Kim, N. J. (2010) · Journal of Computer Assisted Learning · doi:10.1111/j.1365-2729.2010.00353.x · Cited by 190 · cited 1× · see citing works
“Some other COTS games, such as Everquest II, Ragnorak Online, and the SIMS, have been found useful to enhance the communicative competence of language learners [19].”
BackgroundComputer Games and Language Learning
Peterson, M. (2013) · Palgrave Macmillan US eBooks · doi:10.1057/9781137005175 · Cited by 135 · see citing works
Calvo‐Ferrer, J. R. (2017) · British Journal of Educational Technology · doi:10.1111/bjet.12387 · Cited by 120 · cited 1× · see citing works
“Also, Conference Interpreter as a serious game [24] was created to foster the ability to translate among languages by providing necessary vocabulary knowledge.”
BackgroundThe Impact of a Serious Game on Vocabulary and Content Learning
Chen, H.-J. H., & Hsu, H.-L. (2020) · Computer Assisted Language Learning · doi:10.1080/09588221.2019.1593197 · Cited by 109 · cited 7× · see citing works
“Digital games are originally categorized as commercial-off-the-shelf (COTS) games that encompass games for entertainment and serious games for educational purposes [10].”
BackgroundResultInfluentialUsing Gaming as an Active Teaching Strategy in Nursing Education
McEnroe-Petitte, D., & Farris, C. (2020) · doi:10.1016/j.teln.2019.09.002 · Cited by 99 · cited 1×
“The use of computer gaming in education involves a wide range of areas such as medical [8], military [9], language [10], and engineering [11].”
BackgroundYang, J. C., Quadir, B., & Chen, N. (2015) · Journal of Educational Computing Research · doi:10.1177/0735633115620433 · Cited by 82 · cited 1× · see citing works
“Specifically, a considerable literature has grown up around the theme of computer gaming integrated into language education, referred to as digital game-based language learning [7] largely due to the positive effects on reducing anxiety [1], improving motivation [12], increasing interactivity, enhancing productivity […”
BackgroundDigital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?
Joiner, R., Iacovides, I., Owen, M. R., Gavin, C., Clibbery, S., Darling, J., & Drew, B. (2010) · Journal of Science Education and Technology · doi:10.1007/s10956-010-9244-5 · Cited by 78 · cited 1× · see citing works
“The use of computer gaming in education involves a wide range of areas such as medical [8], military [9], language [10], and engineering [11].”
BackgroundHuet, M., Jacobs, D. M., Camachon, C., Missenard, O., Gray, R., & Montagne, G. (2011) · Journal of Experimental Psychology Human Perception & Performance · doi:10.1037/a0024386 · Cited by 63 · cited 1× · see citing works
“[26], simulator-based training is a worthwhile alternative to traditional lecture-based instruction because it substantially reinforces experiential learning.”
BackgroundExploiting adventure video games for second language vocabulary recall: a mixed-methods study
Enayat, M. J., & Haghighatpasand, M. (2017) · Innovation in Language Learning and Teaching · doi:10.1080/17501229.2017.1359276 · Cited by 58 · see citing works
The Serious Game Constructivist Framework for Children's Learning
Obikwelu, C. O., & Read, J. C. (2012) · Procedia Computer Science · doi:10.1016/j.procs.2012.10.055 · Cited by 55 · cited 1× · see citing works
“Serious games value active learning strategies by providing user independence, and by scaffolding with meaningful and corrective guidance and feedback pertaining to individuals’ performance throughout the game [30].”
BackgroundNewgarden, K., & Zheng, D.-P. (2016) · ReCALL · doi:10.1017/s0958344016000112 · Cited by 36 · see citing works
Derbali, L., & Frasson, C. (2012) · Advances in Human-Computer Interaction · doi:10.1155/2012/624538 · Cited by 33 · cited 1× · see citing works
“The results further support the idea that serious games encourage meaningful learning and motivational concepts through adaptive challenge, clear goals, rewarding, and low-stake failure [36].”
ResultImALeG: A Serious Game for Amazigh Language Learning
Tazouti, Y., Boulaknadel, S., & Fakhri, Y. (2019) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v14i18.10854 · Cited by 25 · cited 1×
“In addition, the results are in agreement with Boulaknadel and Fakhri’s [35] findings indicating that serious gaming provides immersive and contextual language learning.”
ResultA Flight Simulator Study to Evaluate Manual Flying Skills of Airline Pilots
Haslbeck, A., Kirchner, P., Schubert, E., & Bengler, K. J. (2014) · Proceedings of the Human Factors and Ergonomics Society Annual Meeting · doi:10.1177/1541931214581003 · Cited by 21 · cited 2× · see citing works
“Although XPlane allows for professional use certified by the Federal Aviation Administration (FAA), the mobile for iPad version was utilized in the research due to its relatively reasonable pricing and convenient usage.”
BackgroundSlussareff, M., Braad, E., Wilkinson, P., & Strååt, B. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-46152-6_9 · Cited by 18 · cited 1× · see citing works
“In addition, serious gaming will play an essential role in lowering students’ affective filter with engaging tasks [15].”
BackgroundSerious game-based word-to-text integration intervention effects in English as a second language
Mulder, E., van de Ven, M., Segers, E., Krepel, A., de Bree, E. H., van der Maas, H. L. J., de Jong, P. F., & Verhoeven, L. T. W. (2021) · Contemporary Educational Psychology · doi:10.1016/j.cedpsych.2021.101972 · Cited by 18 · see citing works
Flight Simulator for Serious Gaming
Nisansala, A., Weerasinghe, M., Dias, G., et al. (2015) · doi:10.1007/978-3-662-46578-3_31 · Cited by 5
The Effects of Serious Games and Blended Learning on Students’ Achievement in Reading
Hanandeh, A., Abdullah, Z. B., & Harun, J. (2021) · Lecture notes in networks and systems · doi:10.1007/978-3-030-82616-1_24 · Cited by 2 · cited 3× · see citing works
“[38] Hanandeh, A., Abdullah, Z., & Harun, J., “The Effects of Serious Games and Blended Learning on Students’ Achievement in Reading”.”
ResultInfluential
Flagged first, then by citations
Cited by
Sorted by citations
Exploring the potential of digital game-based vocabulary learning: a systematic review
Vnucko, G., & Klimova, B. (2023) · Systems · doi:10.3390/systems11020057 · Cited by 59 · see citing works
Dinçer, N. (2023) · Journal of Aviation · doi:10.30518/jav.1279718 · Cited by 29 · see citing works
Self-citationUnderstanding students’ engagement with a Serious Game to learn English: A sociocultural perspective
Aguilar-Cruz, P. J. (2022) · International Journal of Serious Games · doi:10.17083/ijsg.v9i4.554 · Cited by 10 · see citing works
Vnucko, G., Kralova, Z., & Tirpakova, A. (2024) · Heliyon · doi:10.1016/j.heliyon.2024.e33301 · Cited by 7 · see citing works
“Additionally, the game environment can evoke feelings of enjoyment and security, which might reduce learners ’ anxiety about using a foreign language and making mistakes [15,36,40].”
BackgroundAB-INITIO PILOTS’ PERSPECTIVES ON THE USE OF SIMULATION IN THE AVIATION ENGLISH COURSE
Dinçer, N., & Demirdöken, G. (2023) · Journal of Teaching English for Specific and Academic Purposes · doi:10.22190/jtesap230130003d · Cited by 6 · see citing works
Self-citationThe Role of Serious Games in Effective Aviation English
Dinçer, N. (2023) · Applied Linguistics Papers · doi:10.32612/uw.25449354.2023.1.pp.72-83 · Cited by 5 · see citing works
“While routine aviation operations rely heavily on standardized phraseology, non-routine situations, such as emergencies or unexpected events, may require the use of plain language to convey complex information or instructions (N. Dinçer/ R. Dinçer 2021).”
BackgroundSelf-citationDİNÇER, R., Dinçer, N., & GUKSU, O. (2023) · The Literacy Trek · doi:10.47216/literacytrek.1382543 · Cited by 4 · see citing works
Self-citationBRIDGING THE GAP BETWEEN ICAO LEVEL 4 AND 5 IN AVIATION ENGLISH: EXPECTATIONS AND RESULTS
Masiulionienė, G., & Tupčiauskaitė, G. (2023) · Aviation · doi:10.3846/aviation.2023.19763 · Cited by 3 · see citing works
Enhancing aviation English competency: A simulation-based approach for aspiring pilots
Demirdöken, G., & Atay, D. (2024) · English for Specific Purposes · doi:10.1016/j.esp.2024.08.001 · Cited by 4 · see citing works
Digital Games for Language Learning: A Scoping Review
Shahiwala, S., & Rahul, D. R. (2025) · Research Synthesis in Applied Linguistics · doi:10.1080/29984475.2025.2497862 · Cited by 3 · see citing works
Bozkurt, K., & Karakaş, A. (2024) · Ihlara Eğitim Araştırmaları Dergisi · doi:10.47479/ihead.1458665 · Cited by 1 · see citing works
Gloria, A. D. (2021) · International Journal of Serious Games · doi:10.17083/ijsg.v8i4.479
Generative AI Soaring in the Skies
Dinçer, N., & Demirdöken, G. (2024) · Advances in educational technologies and instructional design book series · doi:10.4018/979-8-3693-1351-0.ch019
Self-citationOn Gamification in the Context of Education: A Systematic Review and Evaluation Framework
Muñoz-Calle, J., Candilejo‐Egea, J. M., Fernández-Jiménez, F. J., & Calle, J. M. M. (2026) · Computer Applications in Engineering Education · doi:10.1002/cae.70193 · Cited by 1 · see citing works
- Authors
- Dinçer, N., & Dinçer, R.
- Affiliations
- National Defence University (FI)
- ORCID
- Dinçer, Nazmi
- Venue
- International Journal of Serious Games
- Publisher
- Serious Games Society
- Published
- 2021-12-01
- Volume
- 8
- Issue
- 4
- Pages
- 49-63
- ISSN
- 2384-8766 (ISSN-L)
- OpenAlex
- W4200454974
- Cited by
- 14
- References
- 30
- Citations by year
- 2026: 1 · 2025: 1 · 2024: 4 · 2023: 6 · 2022: 1 · 2021: 1
- FWCI
- 4.40
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- Locations
- International Journal of Serious Games (publishedVersion, cc-by-nc-nd)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Developmental and Educational Psychology › Second Language Acquisition and Learning
- Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
- Keywords
- serious games, flight simulation, pilot training, language learning motivation, digital games in education
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review