4.6 Article

VR as an Innovative Learning Tool in Sports Education

Journal

APPLIED SCIENCES-BASEL
Volume 13, Issue 4, Pages -

Publisher

MDPI
DOI: 10.3390/app13042239

Keywords

extended reality; motor learning; immersive learning; dance students

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This article examines the application of a VR-based rotation task in an extracurricular dance class, focusing on the importance of didactic, collaborative, and perceptual components of dance training. Testing and using suitable learning tools and methods can create conducive learning environments for skill acquisition. Virtual Reality (VR) as part of the Extended Reality (XR) domain is an innovative tool that allows learning in immersive and specially designed environments, making it particularly suitable for learning in (sports-)motor contexts. The study identifies integrative potentials of this innovative tool in sports education, especially in extracurricular dance classes, through feedback sessions and direct observation.
Featured Application This article examines a VR-based rotation task in an extracurricular dance class with a focus on the crucial didactic, collaborative, and perceptual components of dance training. 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.

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