A study of exploring aspects of using virtual reality in physical education

2020 ◽  
Vol 27 (4) ◽  
pp. 81-96
Author(s):  
YongNam Park ◽  
Keejoon Yoon
2021 ◽  
Vol 13 (6) ◽  
pp. 3240
Author(s):  
Hyun Suk Lee ◽  
Junga Lee

We analyzed the effects of an elementary school soccer class using virtual reality technology on students’ attitudes toward physical education class and the influence on class flow. The data from 113 elementary school students from Seoul and Gyeonggi-do were analyzed. Students were divided into groups that received either virtual reality or traditional classes (e.g., playing on a playground). Data were analyzed with three-way analyses of variance. Results revealed that students who participated in the virtual reality classes had more confidence, concentration, and experienced more flow (specifically, attention to PE class, integration of ability, challenge, and sense of control) than students who participated in the traditional class. This suggests that virtual reality technology positively affected students’ attitudes and flow. In subsequent research, it is necessary to develop and disseminate a variety of virtual reality sports programs and to conduct studies with students from various grade levels.


2020 ◽  
Vol 12 (7) ◽  
pp. 2728
Author(s):  
Ferran Calabuig-Moreno ◽  
María Huertas González-Serrano ◽  
Javier Fombona ◽  
Marta García-Tascón

Technology has been gradually introduced into our society, and the field of education is no exception due to technology’s ability to improve the teaching–learning process. Furthermore, within the area of physical education (PE), its importance has been highlighted by the existence of specific apps for physical activity that can be used inside and outside the classroom to assess physical condition, as well as through the potential that virtual and augmented reality can have in such assessment. Therefore, the main objectives for this study were (1) to perform a bibliometric analysis of the articles published in the Web of Science (WoS) on technology in PE and (2) to analyze the articles published on augmented or virtual reality in PE found through this search. The results show that although studies on technology in PE (461 articles) have begun to consolidate over the last five years (there was a turning point in 2015), with the USA being the most influential country in this area, specific research on the use of augmented reality (AR) and virtual reality (VR) is still at a very early stage (22 articles with a small growth in 2017), with Spain being the most influential country; much more research is needed to achieve its consolidation.


2015 ◽  
Vol 28 (4) ◽  
pp. 823-835 ◽  
Author(s):  
Tânia Brusque Crocetta ◽  
Sandra Rogéria de Oliveira ◽  
Carla Maria de Liz ◽  
Alexandro Andrade

Abstract Introduction : Today's society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. Objective : To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods : We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL) and Scientific Electronic Library Online (SciELO), using the words augmented reality, virtual reality, exergames, Wii and serious games. Results : Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo(r) Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7), three with patients with Parkinson's disease (mean = 18.0), three with elderly women (mean = 7.7) and two with patients with stroke injury (mean = 6.0). Conclusion : Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.


2014 ◽  
Vol 644-650 ◽  
pp. 6039-6042
Author(s):  
Jian Shang

As one of the key technologies of the future development of the Internet, Virtual reality technique is more and more used in the field of Physical Education. Its appearance will subvert traditional sport sports teaching mode and education thinking, and brings a series of major changes for sports education. As for the limitations of modern sports teaching mode, this article is to analyze how virtual reality technique apply to physical education, and build a new sports teaching mode based on virtual reality technique and provide a more scientific, systematic theoretical reference for improving the quality of teaching and optimizing teaching methods with the combination of situational cognitive theory.


CONVERTER ◽  
2021 ◽  
pp. 735-741
Author(s):  
Qingyu Wang, Wei Meng

With the update and growth of science and technology, educational concepts continue to innovate. In the sports field, the use of Virtual Reality (VR) technology is undoubtedly a brand new training experience. The use of VR technology in the physical education (PE) classroom has promoted the growth of PE and also allowed students to master physical skills more comprehensively through high technology. The purpose of this article is to understand VR technology, study the mterial of VR, improve the shortcomings of traditional PE through VR technology, and analyze the application prospects of VR technology in PE. This article mainly adopts the interview method, sample survey method and case analysis method to sample a survey of 120 students in three grades of a middle school to conduct questionnaire surveys and field visits to understand the students’ knowledge of VR technology and the use of VR technology. We also can know the views of the PE for students. Through this series of investigations, the prospects of VR technology being applied to PE are analyzed. Experimental research results show that the most supported PE activity for VR technology at this stage is situational setting, and 35% of students hope that VR technology will be prominent in the context of the picture. The application of VR technology in physical education will undoubtedly bring a different experience to school sports activities. However, due to the lack of funds and professionals, it is difficult to carry out VR technology in teaching activities. So we can start from the context setting and use economical means to pave the way for physical education.


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