Previously submitted to: JMIR Serious Games (no longer under consideration since Nov 17, 2021)
Date Submitted: Dec 23, 2020
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
Research of the Effectiveness of Virtual Reality Technology in Basic Technical Skill Learning: The Example of Table Tennis
ABSTRACT
Purpose: The purpose of our study is to evaluate the effectiveness of virtual reality technology in learning the basic technical skills of table tennis. Material and Method: 60 people, between the ages of 19-24 who have not previously studied table tennis attended the research. The participants separated into 3 different groups (VR1, VR2 and TG) which each had 20 people and participated in the 8-week training process. VR1 (Virtual Reality 1) was consisted of who learned table tennis skills only with virtual reality technology method, VR2 (Virtual Reality 2) was consisted of where virtual reality and traditional methods are used together, and TG (Traditional Group- Control Group) was consisted of who studied only with traditional methods. In the research, mixed-method research techniques were used. Research pattern; is a nested mixed pattern. In a quantitative aspect a pretest-posttest paired control group pattern and in a qualitative aspect phenomenographic pattern were used.
Results:
VR2 group, which was trained with mixed methods according to performance test hit scores, was the group that increased their skills the most compared to other groups. Conclusion: It is concluded that virtual reality technology can be used as an effective method in learning table tennis basic technical skills. According to the results obtained from qualitative data, 'Virtual Reality Effectiveness' was reached as the main theme, and 'Learning Process', 'Table Tennis Skill Development', 'VR Application Method', 'Factors Affecting Technical Learning', 'Development' were reached as the sub-themes.
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