VR as an Innovative Learning Tool in Sports Education
-
Published:2023-02-09
Issue:4
Volume:13
Page:2239
-
ISSN:2076-3417
-
Container-title:Applied Sciences
-
language:en
-
Short-container-title:Applied Sciences
Author:
Geisen Mai1, Fox Alexandra2, Klatt Stefanie13ORCID
Affiliation:
1. Institute of Exercise Training and Sport Informatics, German Sport University Cologne, 50933 Cologne, Germany 2. Faculty of Educational Sciences, Institute of Education, University of Duisburg-Essen, 45141 Essen, Germany 3. School of Sport and Health Sciences, University of Brighton, Brighton BN2 0JY, UK
Abstract
Testing and application of suitable learning tools and methods can facilitate learning environments conducive to skill acquisition for the target group. This also applies to sports education at school level, including extracurricular activities. On the one hand, traditional learning methods are still effective in sports education; on the other hand, keeping up with societal and technological developments, new learning strategies are continuously being researched to complement existing pedagogical tools. An innovative tool that has been increasingly used in various fields of application in recent years is Virtual Reality (VR) as part of the Extended Reality (XR) domain. It enables learning in immersive and specifically designed learning environments and is particularly suitable for learning in (sports-)motor contexts due to its flexible use. In our study, we test a VR-based rotation task in an extracurricular dance class with the objective of supporting the crucial didactic, collaborative, and perceptual components of dance training in educational contexts. We conducted feedback sessions with the students and used direct observation to examine their behavioural actions. Based on the qualitative content analysis of the written feedback and the overview from the observations, we can identify integrative potentials of this innovative tool in sports education, especially extracurricular dance classes.
Funder
German Sport University Cologne
Subject
Fluid Flow and Transfer Processes,Computer Science Applications,Process Chemistry and Technology,General Engineering,Instrumentation,General Materials Science
Reference42 articles.
1. The effects of virtual reality, augmented reality, and mixed reality as training enhancement methods: A meta-analysis;Kaplan;Hum. Factors,2021 2. Towards the usage of virtual reality for training in sports;Petri;Biomed. J. Sci. Tech. Res.,2018 3. Kosmalla, F., Daiber, F., Wiehr, F., and Krüger, A. (2017, January 17–20). ClimbVis: Investigating in-situ visualizations for understanding climbing movements by demonstration. Proceedings of the International Conference on Interactive Surfaces and Spaces, Brighton, UK. 4. Bi, Y., Bhatia, R., and Kapoor, S. (2019). Advances in Intelligent Systems and Computing, Proceedings of the 7th Euro-China Conference on Intelligent Data Analysis and Applications, Hangzhou, China, 29–31 May 2021, Springer. 5. Willaert, I., Aissaoui, R., Nadeau, S., Duclos, C., and Labbe, D.R. (2020, January 26). Modulating the gait of a real-time self-avatar to induce changes in stride length during treadmill walking. Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, Atlanta, GA, USA.
Cited by
9 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
|
|