Virtual reality course in pilot training
Online course of 300 hours in virtual reality in pilot training. 6 modules covering pilot training and simulation, VR technology, cockpit environment development, instructional design and human factors, and evaluation and approval, applying EASA CS-FSTD(A), EASA CS-FSTD(H) and Regulation (EU) 1178/2011 with Unity, Unreal Engine and X-Plane 12, with an assigned technical tutor.
Virtual reality course in pilot training — studying from the United States
The United States leads global aerospace, anchored by clusters in Seattle, Wichita, Hartford, Huntsville and the Houston area. Major employers such as Boeing, Lockheed Martin, RTX and GE Aerospace drive demand for engineers in airframes, propulsion, avionics and systems integration. Urban air mobility and commercial drone operations are expanding quickly, creating new roles in eVTOL design, airspace integration and UAS operations. Civil and military programs both rely heavily on certified design, testing and airworthiness processes, making this a strong field for engineers seeking complex, high-impact work.
Fees for the United States: 500 US$ (US Dollars), with instalments and employer sponsorship available.
Relevant bodies in the United States
Typical roles
Questions from the United States
Are SEIUM qualifications accredited in the United States?
SEIUM qualifications are private qualifications and are not official state degrees or accredited higher education awards. Please check with the relevant employer or licensing board about how any credential will be viewed for your purposes.
Will this help me become a licensed Professional Engineer?
SEIUM programmes do not replace the education, examination and experience requirements set by state licensing boards. They can support your professional development, but licensure requirements must be confirmed directly with your state board.
Take the controls.
Run a real engineering trade-off from this field. Move the sliders, watch the model react in real time and beat the challenge.
What you will be able to do
Understand the regulatory framework for pilot training.
Select the virtual reality technology suited to each task.
Develop interactive real-time cockpit environments.
Design competency-based training scenarios.
Evaluate trainee performance and human factors.
Analyse the approval requirements for VR devices.
Develop a complete virtual reality training module.
Who it's for
- Immersive simulation developers.
- Aeronautical instructional designers.
- Simulator flight instructors exploring VR-based training.
- Human factors engineers.
- Training innovation managers at airlines and flight schools.
- FSTD approval specialists.
- Engineering or science graduates aiming to join pilot training organisations.
What you'll work with
- EASA CS-FSTD(A) (certification specifications for aeroplane flight simulation training devices)
- EASA CS-FSTD(H) (certification specifications for helicopter flight simulation training devices)
- Regulation (EU) 1178/2011 (aircrew licensing and training)
- ICAO Doc 9625 (manual of criteria for the qualification of flight simulation training devices)
- ICAO Doc 9995 (manual of evidence-based training)
- FAA AC 120-54A (Advanced Qualification Program)
- ISO 9241-210:2019 (human-centred design for interactive systems)
- OpenXR 1.0 (open standard for VR and AR interfaces)
- Unity
- Unreal Engine
- X-Plane 12
- Varjo Base
- Lockheed Martin Prepar3D
6 modules
1.1Framework for pilot training1.2FSTD devices and levels1.3Competency-based training1.4Evidence-based training1.5Limitations of the classic simulator1.6Emerging role of virtual reality1.7Presence and immersion1.8Experiences of manufacturers and airlines1.9Cost per training hour1.10Case study: approval of an FTD with virtual reality
2.1Standalone and tethered headsets2.2Head and hand tracking2.3Field of view and resolution2.4Motion-to-photon latency2.5Mixed reality and passthrough2.6Haptic gloves and physical controls2.7Motion platforms2.8Eye tracking2.9Graphics performance and foveated rendering2.10Lab: setting up a VR station
3.13D modelling of cockpits3.2Interaction with virtual controls3.3Integration with X-Plane and Prepar3D3.4Development in Unity and Unreal3.5Virtual instrumentation and avionics3.6Simulated communications and radio3.7Weather and visual scenarios3.8Real-time performance3.9OpenXR interfaces3.10Practical exercise: interactive cockpit in Unity
4.1Flight task analysis4.2Procedures and checklists4.3Training of normal procedures4.4Failures and abnormal procedures4.5Crew resource management4.6Simulator sickness4.7Workload and the NASA-TLX scale4.8Transfer of learning4.9Accessibility and ergonomics4.10Workshop: engine failure on take-off scenario
5.1Trainee performance metrics5.2Learning analytics5.3Instructor and operating station5.4Training data recording5.5Effectiveness studies5.6EASA requirements for devices5.7Specific VR approvals5.8Helicopter training with VR5.9Costs and return on investment5.10Case study: evaluation of a procedures programme
6.1Definition of the training objective6.2Task analysis6.3Design of the virtual environment6.4Cockpit development6.5Training scenarios6.6Evaluation metrics6.7User testing6.8Approval plan6.9Report and presentation6.10Final project: final review with the tutor
How you'll learn
Training is 100% online on the SEIUM campus, with downloadable material, recorded classes and an assigned technical tutor. There are no fixed timetables: you progress at your own pace within the intake, so the programme is compatible with work.
Each module combines theory, guided reading of the original standard and applied exercises. The working software is Unity, Unreal Engine, X-Plane 12, Varjo Base and Lockheed Martin Prepar3D, in free, academic or evaluation versions. Tests are studied on real procedures: training of cockpit procedures in VR, an engine failure on take-off scenario and workload assessment with NASA-TLX. Assessment is continuous by module, plus the final integrating project.
Standards covered: EASA CS-FSTD(A), EASA CS-FSTD(H), Regulation (EU) 1178/2011, ICAO Doc 9625, ICAO Doc 9995, FAA AC 120-54A, ISO 9241-210:2019, OpenXR 1.0.
Build it end to end
Your final project follows the real engineering workflow, step by step, reviewed by your tutor.
Where this takes you
Requirements
- No prior qualification is required.
- Internet connection and a computer capable of running the programme software.
- English sufficient to read technical standards.
Ready to start?
Send your application today. Our admissions team replies within 72 hours with your study plan and funding options.
Frequently asked questions
The programme totals 300 hours over 3 months. You set your own pace within each intake, and your tutor helps you plan the workload around your job.
You work with Unity, Unreal Engine, X-Plane 12, Varjo Base, Lockheed Martin Prepar3D, using free, academic or evaluation versions. Your tutor indicates the free alternative wherever one exists.
A SEIUM Institute certificate, awarded on passing the continuous assessment and the final project. It is SEIUM's own qualification, not an official state degree; its recognition depends on the programme completed and the regulations of each country.
Yes. Modules passed are recognised in a higher programme in the same area (postgraduate diploma or master's). Ask about the recognition policy when you enrol.
No prior qualification is required; you need an internet connection, a computer capable of running the programme software and English sufficient to read technical standards.
Start dates are set by SEIUM's faculty for each intake. Our admissions team will confirm the next available date when you apply.
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