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가상현실 테크놀로지(VR)를 활용한 티볼 수업이 초등학생의 신체적 자기효능감에 미치는 영향The Effect of T-Ball Class on Physical Self-Efficacy of Elementary School Students Using Virtual Reality Technology(VR)

Authors
이현석이장현
Issue Date
2020
Publisher
한국체육과학회
Keywords
virtual reality(VR); physical self-efficacy; T-ball class
Citation
한국체육과학회지, v.29, no.3, pp 613 - 624
Pages
12
Journal Title
한국체육과학회지
Volume
29
Number
3
Start Page
613
End Page
624
URI
https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/51181
DOI
10.35159/kjss.2020.06.29.3.613
ISSN
1226-0258
Abstract
The purpose of this study was to verify the effectiveness of virtual reality(VR) contents as a means to improve the quality of physical education by analyzing the effects of T-ball lesson using VR technology on physical self-efficacy of elementary school students. Participants were selected as 90 students in 6th grade A elementary school in Gyeonggi-do, where VR sports room is introduced, and 90 6th grade students in B elementary school running traditional physical education classes. After conducting the pre-test, the experiment group conducted a T-ball class using VR technology over a total of five times, and the control group conducted T-ball lessons in the playground. After the experimental treatments were completed, a post-test was conducted. The independent variables in this study were test, teaching method, and gender, and the dependent variables are physical self-efficacy. The collected data was analyzed by performing a 3-way (2x2x2) ANOVA using the SPSS 23.0 statistical program. As a result of data analysis, the T-Ball class using VR Technology had a positive effect on perceived physical ability factors[F (1,176)=25.899, p<.001] and physical self-expression confidence factors[F (1,176)=15.059, p< .001]. These results are believed to have influenced the environmental characteristics of the VR sports room, such as difficulty control, information and data presented on the screen, 3D-based three-dimensional educational environment, and smooth communication. In the future, it is necessary to develop and disseminate various virtual reality sports contents and conduct research on various grades.
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