Virtual Reality
F. Tahmasbi; S.K. Salehi; O. Golpira
Abstract
Background and Objectives: The expansion of new technologies has led to the emergence and increasing diversity of efficient educational methods. By utilizing the potential capabilities of these technologies, new opportunities have been provided for the effective transfer of knowledge and learning tasks. ...
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Background and Objectives: The expansion of new technologies has led to the emergence and increasing diversity of efficient educational methods. By utilizing the potential capabilities of these technologies, new opportunities have been provided for the effective transfer of knowledge and learning tasks. Among these technologies, virtual reality (exergaming) technology with recent advances has led to the opening of new ways for effective teaching and learning of skills by utilizing capabilities such as simulation of educational environments, providing real-time feedback, increasing activity and energy expenditure, and deep immersion of the learner. In this regard, the present study was conducted with the aim of investigating the effect of practices based on virtual reality technology and Real-world ones on learning selected perceptual-motor skills in football.Methods: The present study was a quasi-experimental research with a practical purpose. In this study, among the male students studying in the third to fifth grade of primary schools in the District 4 of Tehran, a total number of 30 participants were selected according to the research objectives and and based on the pre-test scores, they were assigned to three groups of 10 participants, including exergame, real practices, and control groups. To collect data, a demographic questionnaire, Speed Dribbling Test, More- Christian Pass and Shot Test (with content validity and test-retest reliability of 0.90 to 0.93) as well as the Xbox 360 device were used. After completing the personal information questionnaire and the consent form, the participants first received preliminary training about the criterion task and received the necessary information, and after participating in the pre-test, they entered the acquisition phase. At this stage, the experimental groups (exergame and real practices) practiced the intended skills (passing, dribbling and football shooting) separately for eight sessions of 45 minutes. For all participants, after the last training session, the post-test and 72 hours later, in order to measure the motor learning phenomenon, the retention test and ten minutes after that, the transfer test was performed and their scores were recorded. To analyze the data, the Shapiro-Wilk test, Levene's test, and Mixed ANOVA were used.Findings: The findings showed that there was a significant difference between the scores obtained by the experimental groups of virtual reality practices (exergame), real practices and control in both the acquisition, retention and transfer test (p<0.05) and this difference in the virtual reality practices groups and real practices was more significant. This means that these groups performed better than the control group both in the acquisition, retention and transfer test. In addition, no statistically significant difference was found between the performance of virtual reality practices and real practices in the research phases (P>0.05). Conclusion: The results of this research emphasized the usefulness and importance of using practices based on virtual reality technology and real practices in instruction of perceptual-motor skills to children. Based on the results, teachers and trainers are suggested to use practices based on virtual reality technology in order to improve children's motor learning in addition to real practices.
Distance Learning
Gh. Lotfi; S. Salehi; F. Chaeichi
Abstract
Background and Objectives: As technology advances, the method by which learners acquire new skills has also progressed. With the help of the Internet, a wide range of options are available to those interested in enhancing their knowledge and skills. Learners and educators can now take advantage of the ...
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Background and Objectives: As technology advances, the method by which learners acquire new skills has also progressed. With the help of the Internet, a wide range of options are available to those interested in enhancing their knowledge and skills. Learners and educators can now take advantage of the benefits of both online and offline teaching. In offline learning, participants have to acquire the content in ways such as watching recorded videos. On the other hand, online education takes place in the virtual platform through connecting to the Internet. In this regard, the current research was conducted with the aim of investigating the effect of various types of virtual education, including online, offline, and combined (blended) education, on learning a perceptual-motor skill of jumping rope.Methods: The present study was a semi-experimental one with a practical purpose. In this study, from elementary third-grade female students of Hamedan 2nd district of education, voluntarily 30 students (with a mean height of 129.1 ± 9.87 cm and a mean weight of 29.33 ± 21.88 kg) were selected and randomly assigned to three groups of 10 participants, including online, offline, and combined education. In order to collect information, personal characteristics questionnaire, jogging rope test (with content validity and test - retest reliability of 0.89), standard sports rope and smartphone were used. This research included the stages of introductory, acquisition, and retention. After completing the personal information questionnaire and consent form, the participants first received introductory instruction on the criterion task and obtained the necessary information. Then, they entered the acquisition phase. At this stage, each group was trained separately and based on the national jump roping plan for 4 sessions in online, offline and combined rope-jumping skill training. After completing the acquisition phase, all participants first took part in the acquisition test, and one week later, they also participated in the retention test to measure the phenomenon of motor learning, and their scores were recorded. To analyze the data, the Shapiro-Wilk test, Levene's test, and one-way analysis of variance (ANOVA) were used.Findings: The findings showed that there was a significant difference between the scores obtained by the online and offline and combined and offline groups in both the acquisition and retention tests (p<0.05), in favor of the online and combined groups; this indicated that online and combined education groups performed better than the offline education group both in the acquisition phase and in the retention test. In addition, no significant statistical difference was found between the performance of the online and combined groups in any of the research stages (p>0.05).Conclusion: The results of this research emphasize the importance of using online and combined methods in virtual education conditions to teach perceptual-motor skills to learners. Based on the results, it is suggested to teachers and trainers of motor skills to use online and combined training instead of online training, to teach motor skills in physical education virtual classes of elementary school to create an interactive and dynamic learning environment and motivation to participate in using physical education class.