가상현실 테크놀로지(VR)를 활용한 티볼 수업이 초등학생의 신체적 자기효능감에 미치는 영향
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 이현석 | - |
dc.contributor.author | 이장현 | - |
dc.date.accessioned | 2021-11-09T03:40:16Z | - |
dc.date.available | 2021-11-09T03:40:16Z | - |
dc.date.issued | 2020 | - |
dc.identifier.issn | 1226-0258 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/51181 | - |
dc.description.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. | - |
dc.format.extent | 12 | - |
dc.language | 한국어 | - |
dc.language.iso | KOR | - |
dc.publisher | 한국체육과학회 | - |
dc.title | 가상현실 테크놀로지(VR)를 활용한 티볼 수업이 초등학생의 신체적 자기효능감에 미치는 영향 | - |
dc.title.alternative | The Effect of T-Ball Class on Physical Self-Efficacy of Elementary School Students Using Virtual Reality Technology(VR) | - |
dc.type | Article | - |
dc.identifier.doi | 10.35159/kjss.2020.06.29.3.613 | - |
dc.identifier.bibliographicCitation | 한국체육과학회지, v.29, no.3, pp 613 - 624 | - |
dc.identifier.kciid | ART002606349 | - |
dc.description.isOpenAccess | N | - |
dc.citation.endPage | 624 | - |
dc.citation.number | 3 | - |
dc.citation.startPage | 613 | - |
dc.citation.title | 한국체육과학회지 | - |
dc.citation.volume | 29 | - |
dc.publisher.location | 대한민국 | - |
dc.subject.keywordAuthor | virtual reality(VR) | - |
dc.subject.keywordAuthor | physical self-efficacy | - |
dc.subject.keywordAuthor | T-ball class | - |
dc.description.journalRegisteredClass | kci | - |
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