Javascript must be enabled to continue!
Investigating the influence of virtual reality (VR) on engagement and enjoyment in badminton – A comparison of VR and non-VR
View through CrossRef
Background and purpose
The integration of virtual reality (VR) in physical education has the potential to increase students' engagement and enjoyment in sport. However, research comparing the effectiveness of virtual reality with conventional learning methods in badminton is limited. This study aims to analyse the impact of virtual reality-based learning, compared to traditional methods, on students' engagement and enjoyment in badminton.
Material and methods
This quasi-experimental study involved 56 primary school students (aged 10-12 years) who were divided into two groups: the virtual reality group (n=28), who used virtual reality simulation in badminton training, and the non-virtual reality group (n=28), who followed conventional learning. Student engagement was assessed with the sport engagement scale (SES), whereas satisfaction was evaluated through the physical activity satisfaction scale (PACES). The data analysis comprised descriptive statistics, the Shapiro-Wilk normality test, and the Mann-Whitney U test for group comparison.
Results
The research findings show that the virtual reality group exhibited a more pronounced enhancement in participation and enjoyment of the sport relative to the non-VR group (p < 0.05). Independent t-tests showed that VR had a moderate to large effect on engagement (d = 0.75) and a large effect on enjoyment (d = 0.85), which shows that VR can improve the badminton learning experience.
Conclusions
Virtual reality-based learning significantly increased students' engagement and enjoyment in badminton compared to conventional methods. These results suggest that virtual reality can be an effective tool in improving physical education, especially in schools with limited sports facilities. Further research is needed to explore the long-term impacts as well as optimal strategies in integrating virtual reality into the physical education curriculum.
Independent publisher Zhanneta Kozina
Title: Investigating the influence of virtual reality (VR) on engagement and enjoyment in badminton – A comparison of VR and non-VR
Description:
Background and purpose
The integration of virtual reality (VR) in physical education has the potential to increase students' engagement and enjoyment in sport.
However, research comparing the effectiveness of virtual reality with conventional learning methods in badminton is limited.
This study aims to analyse the impact of virtual reality-based learning, compared to traditional methods, on students' engagement and enjoyment in badminton.
Material and methods
This quasi-experimental study involved 56 primary school students (aged 10-12 years) who were divided into two groups: the virtual reality group (n=28), who used virtual reality simulation in badminton training, and the non-virtual reality group (n=28), who followed conventional learning.
Student engagement was assessed with the sport engagement scale (SES), whereas satisfaction was evaluated through the physical activity satisfaction scale (PACES).
The data analysis comprised descriptive statistics, the Shapiro-Wilk normality test, and the Mann-Whitney U test for group comparison.
Results
The research findings show that the virtual reality group exhibited a more pronounced enhancement in participation and enjoyment of the sport relative to the non-VR group (p < 0.
05).
Independent t-tests showed that VR had a moderate to large effect on engagement (d = 0.
75) and a large effect on enjoyment (d = 0.
85), which shows that VR can improve the badminton learning experience.
Conclusions
Virtual reality-based learning significantly increased students' engagement and enjoyment in badminton compared to conventional methods.
These results suggest that virtual reality can be an effective tool in improving physical education, especially in schools with limited sports facilities.
Further research is needed to explore the long-term impacts as well as optimal strategies in integrating virtual reality into the physical education curriculum.
Related Results
Training Of Young Badminton Athletes With The Uniba Cup I Championship
Training Of Young Badminton Athletes With The Uniba Cup I Championship
Badminton is in great demand by the community both as a daily sport and chosen to be a professional sport by many young Indonesians. It is proven by the large number of badminton a...
Seeing a sunset: Exploring the joy of vision, in healthy eyes and ocular disease
Seeing a sunset: Exploring the joy of vision, in healthy eyes and ocular disease
Abstract
Purpose
Vision plays a critical role in the performance of various functional tasks, and can also be an inherent...
Enjoyment and oral English proficiency in future teachers
Enjoyment and oral English proficiency in future teachers
This study analyzed the relationship between enjoyment and oral English proficiency in Peruvian future teachers. It previously validated a measurement instrument of enjoyment setti...
Comparing cybersickness in virtual reality and mixed reality head-mounted displays
Comparing cybersickness in virtual reality and mixed reality head-mounted displays
Introduction: Defence Research and Development Canada is developing guidance on the use of Mixed Reality head-mounted displays for naval operations in the Royal Canadian Navy. Virt...
Identification of male’s badminton talents: A systematic review
Identification of male’s badminton talents: A systematic review
The exploration of athlete selection has posed a significant challenge for sports scientists over numerous years, representing a pivotal factor in the success of training endeavors...
Self-Confidence and Badminton Athlete Performance: A Bibliometric Analysis
Self-Confidence and Badminton Athlete Performance: A Bibliometric Analysis
Self-confidence influences badminton performance via pathways that alleviate anxiety, enhance focus and maintain tactical execution, but global reviews of these pathways are fragme...
Pengaruh Gamifikasi Pekerjaan dan Kepuasan Kerja terhadap Enjoyment Karyawan Perusahaan Startup di Yogyakarta
Pengaruh Gamifikasi Pekerjaan dan Kepuasan Kerja terhadap Enjoyment Karyawan Perusahaan Startup di Yogyakarta
Tujuan dari penelitian ini adalah untuk mengetahui pengaruh gamifikasi dan kepuasan kerja terhadap employee enjoyment dengan motivasi sebagai mediator. Penelitian ini dilakukan den...

