Hostname: page-component-cb9f654ff-pvkqz Total loading time: 0 Render date: 2025-09-10T08:01:27.619Z Has data issue: false hasContentIssue false

Performance differences in lifeboat launching procedures between IVR training and traditional practical lessons in maritime safety education

Published online by Cambridge University Press:  01 September 2025

Inez Houben*
Affiliation:
Department of Nautical Sciences, Antwerp Maritime Academy, Antwerp, Belgium
Deirdre Luyckx
Affiliation:
Department of Nautical Sciences, Antwerp Maritime Academy, Antwerp, Belgium
Geert Potters
Affiliation:
Department of Nautical Sciences, Antwerp Maritime Academy, Antwerp, Belgium
Andy De Meyer
Affiliation:
Delaware Consulting
*
Corresponding author: Inez Houben; Email: inez.houben@hzs.be

Abstract

This research investigated the potential improvement of IVR on procedural practical knowledge in maritime safety education in a lifeboat case study. Participants were divided into three groups: a VR, control and VR+ group. A practical test exam with a real lifeboat was conducted to evaluate the differences in number of students passed/failed and overall performances in the execution of lifeboat launching procedures between groups. There was no evidence that the VR students had a higher success rate than students in the control group in correctly and safely performing a lifeboat drill. However, VR students’ overall performances on procedural correctness were significantly better than those of the control group, despite that the VR students never practiced with a physical lifeboat. Given the importance of safety in the maritime industry, it is worthwhile to further investigate to what extent IVR can provide a solution to the current limitations in maritime safety education.

Information

Type
Research Article
Copyright
© The Author(s), 2025. Published by Cambridge University Press on behalf of The Royal Institute of Navigation

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

Article purchase

Temporarily unavailable

References

Akyuz, E. (2016). Quantitative Human Error Assessment During Abandon Ship Procedures in Maritime Transportation. Ocean Engineering, 120, 2129. https://doi.org/10.1016/j.oceaneng.2016.05.017 CrossRefGoogle Scholar
Akyuz, E. and Celik, M. (2014). Utilisation of Cognitive Map in Modelling Human Error in Marine Accident Analysis and Prevention. Safety Science, 70, 1928. https://doi.org/10.1016/j.ssci.2014.05.004 CrossRefGoogle Scholar
Arslan, V., Kurt, R. E., Turan, O. and De Wolff, L. (2016). Safety Culture Assessment and Implementation Framework to Enhance Maritime Safety. Transportation Research Procedia, 14, 38953904. https://doi.org/10.1016/j.trpro.2016.05.477 CrossRefGoogle Scholar
AtlasVR. (n.d.). VR. Training Solutions. https://www.atlasvr.ch/solution Google Scholar
Bailenson, J. (2018). Experience on Demand: What Virtual Reality Is, How it Works, and What It Can Do. W. W. Norton & Company.Google Scholar
Billard, R, Smith, J and Veitch, B. (2020). Assessing Lifeboat Coxswain Training Alternatives Using a Simulator. Journal of Navigation, 73, 455470. https://doi:10.1017/S0373463319000705 CrossRefGoogle Scholar
Bloom, B. S. (1956). Taxonomy of Educational Objectives: The Classification of Educational Goals.Google Scholar
Burke, M. J. and Sockbeson, C. E. S. (2015). Safety Training. In: Clarke, S., Probst, T. M., Guldenmund, F., Passmore, J. (eds.), The Wiley Blackwell Handbook of the Psychology of Occupational Safety and Workplace Health, 327356. https://doi.org/10.1002/9781118979013.ch15 CrossRefGoogle Scholar
Cecotti, H. (2022). Cultural Heritage in Fully Immersive Virtual Reality. Virtual Worlds, 1, 82102. https://doi.org/10.3390/virtualworlds1010006 CrossRefGoogle Scholar
Checa, D. and Bustillo, A. (2019). A Review of Immersive Virtual Reality Serious Games to Enhance Learning and Training. Multimedia Tools and Applications, 79, 55015527. https://doi.org/10.1007/s11042-019-08348-9 CrossRefGoogle Scholar
Cortiical. (n.d.).VR Solutions for Businesses | Learning & Wellbeing. https://www.cortiical.com/vr-solutions Google Scholar
Cummings, J. M. and Bailenson, J. N. (2015). How Immersive is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence. Media Psychology, 19, 272309. https://doi.org/10.1080/15213269.2015.1015740 CrossRefGoogle Scholar
Danacı, M. and Yildirim, U. (2023). Comprehensive Analysis of Lifeboat Accidents using the Fuzzy Delphi Method. Ocean Engineering, 278, 114371. https://doi.org/10.1016/j.oceaneng.2023.114371 CrossRefGoogle Scholar
Delaware. (n.d.). Extended Reality (XR): The Future of Interaction. https://www.delaware.pro/en-be/solutions/extended-reality-xr-the-future-of-interaction Google Scholar
Dunleavy, M., Dede, C. and Mitchell, R. (2008). Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning. Journal of Science Education and Technology, 18, 722. https://doi.org/10.1007/s10956-008-9119-1 CrossRefGoogle Scholar
Fishbein, M., Hennessy, M., Yzer, M. and Douglas, J. (2003). Can We Explain Why Some People Do and Some People Do Not Act on Their Intentions?. Psychology Health & Medicine, 8, 318. https://doi.org/10.1080/1354850021000059223 CrossRefGoogle Scholar
Gard. (2022, 1 June). Having an Abandon Ship Drill Anytime Soon? https://gard.no/articles/having-abandon-ship-drill-anytime-soon/ Google Scholar
Griffin, M. and Neal, A. C. (2000). Perceptions of Safety at Work: A Framework for Linking Safety Climate to Safety Performance, Knowledge, and Motivation. Journal of Occupational Health Psychology, 5, 347358. https://doi.org/10.1037/1076-8998.5.3.347 CrossRefGoogle Scholar
Hamilton, D. E., McKechnie, J., Edgerton, E. and Wilson, C. (2020). Immersive Virtual Reality as a Pedagogical Tool in Education: A Systematic Literature Review of Quantitative Learning Outcomes and Experimental Design. Journal of Computers in Education, 8, 132. https://doi.org/10.1007/s40692-020-00169-2 CrossRefGoogle Scholar
Hatecke GmbH. (n.d.). Conventional Lifeboats (Cargo/Offshore). https://www.hatecke.de/products/conventional-lifebaots/ Google Scholar
International Maritime Organization. (2012). The Manila amendments to the International Convention on Standards of Training, Certification and Watchkeeping (STCW) for Seafarers, 1978. IMO. http://dmr.regs4ships.com/docs/international/imo/stcw/2010/index.cfm Google Scholar
International Maritime Organization. (2019). Life-Saving Appliances. https://www.imo.org/en/OurWork/Safety/Pages/LifeSavingAppliances-default.aspx Google Scholar
Jensen, L. and Konradsen, F. (2017). A review of the use of virtual reality head-mounted displays in education and training. Education And Information Technologies, 23, 15151529. https://doi.org/10.1007/s10639-017-9676-0 CrossRefGoogle Scholar
Jung, J. and Ahn, Y. J. (2018). Effects of Interface on Procedural Skill Transfer in Virtual Training: Lifeboat Launching Operation Study. Computer Animation and Virtual Worlds, 29, e1812. https://doi.org/10.1002/cav.1812 CrossRefGoogle Scholar
Kim, J. W., Ritter, F. E. and Koubek, R. J. (2011). An Integrated Theory for Improved Skill Acquisition and Retention in the Three Stages of Learning. Theoretical Issues in Ergonomics Science, 14, 2237. https://doi.org/10.1080/1464536X.2011.573008 CrossRefGoogle Scholar
Kirkpatrick, J. D. and Kirkpatrick, W. K. (2016). KirkPatrick’s Four Levels Of Training Evaluation. Association for Talent Development.Google Scholar
Kourtesis, P., Collina, S., Doumas, L. A. A. and MacPherson, S. E. (2019). Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions without the Presence of Pertinent Adverse Symptomatology. Frontiers in Human Neuroscience, 13, 417. https://doi.org/10.3389/fnhum.2019.00417 CrossRefGoogle ScholarPubMed
Kovalenko, V., Marienko, M. V. and Sukhikh, A. (2021). Use of Augmented and Virtual Reality Tools in a General Secondary Education Institution in the Context of Blended Learning. Information Technologies and Learning Tools, 86, 7086. https://doi.org/10.33407/itlt.v86i6.4664 CrossRefGoogle Scholar
Lamb, R., Etopio, E., Hand, B. and Yoon, S. Y. (2019). Virtual Reality Simulation: Effects on Academic Performance within Two Domains of Writing in Science. Journal of Science Education and Technology, 28, 371381. https://doi.org/10.1007/s10956-019-09774-y CrossRefGoogle Scholar
Liu, R., Wang, L., Lei, J., Wang, Q. and Ren, Y. (2020). Effects of an Immersive Virtual Reality-Based Classroom on Students’ Learning Performance in Science Lessons. British Journal of Educational Technology, 51, 20342049. https://doi.org/10.1111/bjet.13028 CrossRefGoogle Scholar
Lloyd’s List Intelligence. (2022). (Maritime Safety 2012-2021 – A Decade of Progress [White paper]. DNV. https://www.dnv.com/Publications/whitepaper-maritime-safety-2012-2021-a-decade-of-progress--213588 Google Scholar
Maeda, R. S., McGee, S. E. and Marigold, D. S. (2018). Long-Term Retention and Reconsolidation of a Visuomotor Memory. Neurobiology of Learning and Memory, 155, 313321. https://doi.org/10.1016/j.nlm.2018.08.020 CrossRefGoogle ScholarPubMed
Makransky, G. and Klingenberg, S. L. (2022). Virtual Reality Enhances Safety Training in the Maritime Industry: An Organizational Training Experiment With A Non-WEIRD Sample. Journal of Computer Assisted Learning, 38, 11271140. https://doi.org/10.1111/jcal.12670 CrossRefGoogle Scholar
Makransky, G., and Petersen, G. B. (2021). The Cognitive Affective Model of Immersive Learning (CAMIL): A Theoretical Research-Based Model of Learning in Immersive Virtual Reality. Educational Psychology Review, 33, 937958. https://doi.org/10.1007/s10648-020-09586-2 CrossRefGoogle Scholar
Marougkas, A., Troussas, C., Krouska, A. and Sgouropoulou, C. (2023). How Personalized and Effective is Immersive Virtual Reality in Education? A Systematic Literature Review for the Last Decade. Multimedia Tools and Applications, 83, 1818518233. https://doi.org/10.1007/s11042-023-15986-7 CrossRefGoogle Scholar
Matovu, H., Ungu, D. A. K., Won, M., Tsai, C. C., Treagust, D. F., Mocerino, M. and Tasker, R. (2022). Immersive Virtual Reality for Science Learning: Design, Implementation, and Evaluation. Studies in Science Education, 59, 205244. https://doi.org/10.1080/03057267.2022.2082680 CrossRefGoogle Scholar
Nersesian, E., Spryszynski, A. and Lee, M. J. (2019). Integration of Virtual Reality in Secondary STEM Education. https://doi.org/10.1109/isecon.2019.8882070 CrossRefGoogle Scholar
Ojajuni, O. (2023, March 13). Factors Contributing to Student Experience in the Cave Automatic Virtual Environment (CAVE) for Computational Thinking (CT) Development. Learning & Technology Library (LearnTechLib). https://www.learntechlib.org/primary/p/221853/ Google Scholar
OneBonsai. (2023, June 26). OneBonsai - XR Solution Provider. https://onebonsai.com/nl/ Google Scholar
Ott, M. and Freina, L. (2015). A Literature Review on Immersive Virtual Reality in Education: State of the Art and Perspectives. https://doi.org/10.12753/2066-026x-15-020 CrossRefGoogle Scholar
Pellas, N., Mystakidis, S. and Kazanidis, I. (2021). Immersive Virtual Reality in K-12 and Higher Education: A Systematic Review of the Last Decade Scientific Literature. Virtual Reality, 25, 835861. https://doi.org/10.1007/s10055-020-00489-9 CrossRefGoogle Scholar
Radianti, J., Majchrzak, T. A., Fromm, J. and Wohlgenannt, I. (2020). A Systematic Review of Immersive Virtual Reality Applications for Higher Education: Design Elements, Lessons Learned, and Research Agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778 CrossRefGoogle Scholar
Salas, E., Tannenbaum, S. I., Kraiger, K. and Smith-Jentsch, K. A. (2012). The Science of Training and Development in Organizations. Psychological Science in the Public Interest, 13, 74101. https://doi.org/10.1177/1529100612436661 CrossRefGoogle ScholarPubMed
Seafarers International Research Centre (SIRC). (2018). The Causes of Maritime Accidents in the Period 2002–2016. ORCA. https://orca.cardiff.ac.uk/id/eprint/117481/ Google Scholar
Shen, J. and Huang, G. (2011). Probe on Lifeboat Accidents. https://doi.org/10.1061/41184(419)472 CrossRefGoogle Scholar
Small, D. E. (2008). Immersive Virtual Reality. In: Furht, B. (ed.), Encyclopedia of Multimedia. Springer, 345346. https://doi.org/10.1007/978-0-387-78414-4_85 Google Scholar
Spiegel, J. S. (2017). The Ethics of Virtual Reality Technology: Social Hazards and Public Policy Recommendations. Science and Engineering Ethics, 24, 15371550. https://doi.org/10.1007/s11948-017-9979-y CrossRefGoogle ScholarPubMed
Tang, Y. M., Au, K. M., Lau, H. C. W., Ho, G. and Wu, C. (2020). Evaluating the Effectiveness of Learning Design with Mixed Reality (MR) in Higher Education. Virtual Reality, 24, 797807. https://doi.org/10.1007/s10055-020-00427-9 CrossRefGoogle Scholar
Taranilla, R. V., Olivares, S. T., Gutiérrez, R. C. and González-Calero, J. A. (2022). Effects of Virtual Reality on Learning Outcomes in K-6 Education: A Meta-Analysis. Educational Research Review, 35, 100434. https://doi.org/10.1016/j.edurev.2022.100434 CrossRefGoogle Scholar
Van Merriënboer, J. J. G. and Kester, L. (2014). The Four-Component Instructional Design Model: Multimedia Principles in Environments for Complex Learning. In: Cambridge University Press eBooks. Cambridge University Press, 104148. https://doi.org/10.1017/cbo9781139547369.007 Google Scholar
VRTS. (n.d.). Virtual Reality Safety Training Solutions. https://vrts.ca/ Google Scholar
Wolfartsberger, J., Zimmermann, R., Obermeier, G. and Niedermayr, D. (2023). Analyzing the Potential of Virtual Reality-Supported Training for Industrial Assembly Tasks. Computers in Industry, 147, 103838. https://doi.org/10.1016/j.compind.2022.103838 CrossRefGoogle Scholar
Wörner, S., Kuhn, J. and Scheiter, K. (2023). When the Whole is Greater than the Sum of its Parts: Combining Real and Virtual Experiments in Science Education. Computers & Education, 197, 104745. https://doi.org/10.1016/j.compedu.2023.104745 Google Scholar
Wu, B., Yu, X. and Gu, X. (2020). Effectiveness of Immersive Virtual Reality Using Head-Mounted Displays on Learning Performance: A Meta-Analysis. British Journal of Educational Technology, 51, 19912005. https://doi.org/10.1111/bjet.13023 CrossRefGoogle Scholar
Yin, J. H., Chng, C., Wong, P., Ho, N., Chua, M. C. H. and Chui, C. (2020). VR and AR in Human Performance Research―An Nus Experience. Virtual Reality & Intelligent Hardware, 2, 381393. https://doi.org/10.1016/j.vrih.2020.07.009 CrossRefGoogle Scholar
Zhao, S., Ni, Y., Dong, G., Tian, J. and Chen, Y. (2023). Comparing Three Xr Technologies in Reviewing Performance-Based Building Design: A Pilot Study of Façade Fenestrations. Computer Animation and Virtual Worlds, 34, e2139. https://doi.org/10.1002/cav.2139 CrossRefGoogle Scholar