Influence of Virtual Reality and Gamification Combined with Practice Teaching Style in Physical Education on Motor Skills and Students’ Perceived Effort: A Mixed-Method Intervention Study
Abstract
:1. Introduction
2. Materials and Methods
2.1. Study Design
2.2. Quantitative Phase Design: Teaching Methodologies Intervention
2.2.1. Participants
2.2.2. Data Collection and Outcome Measures
2.2.3. Description of the Intervention
2.2.4. Data Analysis
2.3. Qualitative Phase Design
2.3.1. Participants
2.3.2. Data Collection
2.3.3. Data Analysis
2.4. Ethics
3. Results
3.1. Quantitative Findings
3.2. Qualitative Findings
3.2.1. Perceived Effort
‘When there were many breaks because you had to do the exercise one at a time, it gave you plenty of time to rest.’(Participant 2, PTS group)
‘In the climbing exercise or in the boat circuits, for example, I hardly noticed the fatigue because, even though it was my turn, I did it at full throttle, and then I had many turns to recover.’(Participant 4 PTS + GAM group)
‘The activity that cost me the most effort was juggling because I had to be very concentrated the whole time to get more points.’(Participant 4, PTS + GAM + VR group)
‘Juggling or spades were not physically tiring, but they were mentally tiring because if you got distracted, you would fall, and your team would not win as many points because the time kept running.’(Participant 1, PTS group)
‘Knowing that you can earn points for your team makes you work harder, of c’(Participant 3, PTS group)
‘It’s that what you do doesn’t just benefit or hurt you, but your whole team. That’s why you try to give your all.’(Participant 2, PTS + GAM + VR group)
‘The only VR game that was a bit tiring was the climbing game; and not even that. The rest were very much about playing almost stationary, without moving much.’(PTS + GAM + VR discussion group)
‘The VR games were very quiet, not tiring at all.’(Participant 3, PTS + GAM + VR)
3.2.2. Improvement in Motor Skills
‘I don’t think anything has changed, just as with health care.’(Participant 1, PTS + GAM + VR group)
‘I don’t know, I think I’ve done similar in the tests at the beginning and the end.’(Participant 3 PTS group)
‘I don’t think there’s been any change…we haven’t done any training exercises or anything like that either.’(Participant 2, PTS + GAM group)
‘In six weeks, there is not much time to improve things, I don’t know…’(Participant 1, PTS group)
‘I think that the boat exercises that we have done...the ones of doing a circuit and so on, have helped me improve my coordination.’(Participant 2, PTS + GAM + VR group)
‘The game of turning around quickly to hit the ball with the rackets or the game of spades helps to be quicker and react faster.’(Participant 4, PTS group)
‘For example, the climbing game has nothing to do with real climbing. In the game, you don’t have to use force with your legs or arms, and when you climb the climbing wall, you realise that it is very hard and your arms and legs hurt.’(Participant 3, PTS + GAM + VR group)
3.3. Mixed Method Findings (Integration)
4. Discussion
Strengths and Limitations of the Study
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Study | Component | Sampling | Participants | Data Collection | Analysis |
---|---|---|---|---|---|
Main study | Quantitative Quasi-experimental intervention using different teaching methodologies. | Non-probabilistic. | N = 75 high school students PTS (control group) N = 14 PTS + G (experimental group 1) N = 32 PTS + G + VR (experimental group 2) N = 29 | Pre-post intervention SportComp Motor Test (to evaluate motor skills). Handgrip and flamingo tests from Eurofit (to measure handgrip strength and balance). Pictorical Children’s Effort Rating (to assess perceived effort). | Statistical analysis using the Jamovi software (version 2.3.12). A repeated-measure ANOVA test (time × group). Kolmogorov–Smirnov test for normality. Bonferroni post-hoc test. Effect size (ηp2). |
Embedded study | Qualitative | Purposeful and information power criteria. | N= 15 students from the main study PTS (control group) N = 5 PTS + G (experimental group 1) N = 5 PTS + G + VR (experimental group 2) N = 5 | Throughout the intervention. In-depth interviews and focus groups based on a question guide. | Thematic inductive analysis was performed. |
Pre-Intervention | Post-Intervention | Time | Group | Time × Group | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
7 m feet-together run test | VR + G | 3.46 | ± | 0.51 | 3.42 | ± | 0.51 | F = | 3.52 | 2.61 | 1.50 |
G | 3.54 | ± | 0.65 | 3.63 | ± | 0.66 | p = | 0.065 | 0.082 | 0.230 | |
T | 3.61 | ± | 0.76 | 4.02 | ± | 0.94 | ηp2 = | 0.052 | 0.075 | 0.045 | |
7 m single-legged run test | VR + G | 3.07 | ± | 0.53 | 3.05 | ± | 0.52 | F = | 0.98 | 0.08 | 1.21 |
G | 2.96 | ± | 0.55 | 3.13 | ± | 0.56 | p = | 0.326 | 0.924 | 0.304 | |
T | 3.00 | ± | 0.77 | 3.03 | ± | 0.70 | ηp2 = | 0.015 | 0.002 | 0.037 | |
9 m two-way run test | VR + G | 12.1 | ± | 1.25 | 12.0 | ± | 1.11 | F = | 1.86 | 0.19 | 1.60 |
G | 12.0 | ± | 1.38 | 12.5 | ± | 1.37 | p = | 0.177 | 0.828 | 0.192 | |
T | 12.1 | ± | 1.43 | 12.2 | ± | 1.09 | ηp2 = | 0.028 | 0.005 | 0.050 | |
Displacement with support test | VR + G | 17.6 | ± | 3.36 | 16.6 | ± | 2.87 | F = | 2.18 | 0.75 | 5.26 |
G | 18.4 | ± | 4.62 | 18.7 | ± | 4.63 | p = | 0.145 | 0.479 | 0.008 | |
T | 16.6 | ± | 3.92 | 19.3 | ± | 4.70 * | ηp2 = | 0.033 | 0.023 | 0.143 | |
Lateral jumps test | VR + G | 31.9 | ± | 6.45 | 37.3 | ± | 5.08 ** | F = | 46.23 | 0.18 | 0.47 |
G | 31.8 | ± | 6.49 | 35.7 | ± | 6.94 ** | p = | 0.001 | 0.832 | 0.630 | |
T | 33.3 | ± | 8.18 | 36.5 | ± | 5.94 | ηp2 = | 0.423 | 0.006 | 0.015 | |
Right-hand handgrip test | VR + G | 7.29 | ± | 4.97 | 27.6 | ± | 6.52 ** | F = | 1939.66 | 1.52 | 7.34 |
G | 7.80 | ± | 5.72 | 32.3 | ± | 7.61 ** | p = | 0.001 | 0.225 | 0.001 | |
T | 8.50 | ± | 8.40 | 31.8 | ± | 9.12 ** | ηp2 = | 0.967 | 0.044 | 0.180 | |
Left-hand handgrip test | VR + G | 5.06 | ± | 0.62 | 25.1 | ± | 6.39 ** | F = | 2005.04 | 2.07 | 6.17 |
G | 6.37 | ± | 0.56 | 30.0 | ± | 8.16 ** | p = | 0.001 | 0.134 | 0.003 | |
T | 6.57 | ± | 0.70 | 30.0 | ± | 8.87 ** | ηp2 = | 0.968 | 0.058 | 0.156 | |
Plate-tapping test | VR + G | 10.9 | ± | 1.67 | 9.93 | ± | 1.67 ** | F = | 10.54 | 1.60 | 6.28 |
G | 10.2 | ± | 2.13 | 10.3 | ± | 2.13 | p = | 0.002 | 0.210 | 0.003 | |
T | 11.0 | ± | 1.45 | 10.3 | ± | 1.45 | ηp2 = | 0.134 | 0.061 | 0.156 | |
Flamingo test | VR + G | 7.34 | ± | 5.01 | 3.69 | ± | 3.27 ** | F = | 51.96 | 1.64 | 0.159 |
G | 9.90 | ± | 4.96 | 5.76 | ± | 5.08 ** | p = | 0.001 | 0.201 | 0.854 | |
T | 7.57 | ± | 5.39 | 4.38 | ± | 4.01* | ηp2 = | 0.448 | 0.049 | 0.005 |
Outcome Measures | Quantitative Findings | Qualitative Findings |
---|---|---|
PCERT (Pictorical Children’s Effort Rating Table): Effort rates between 1 (very, very easy) and 10 (so hard I’m going to stop) with an average value of 5 (starting to get hard). | Students rated a higher perceived effort in the PTS than in the other two study groups (p < 0.001). | Effort was experienced when performing activities that required continuity without pause times. On the other hand, activities that required greater mental effort were of the juggling type or those requiring motor control, coordination and handling of objects in the air. The feeling of effort increased whenever the activity was rewarded, and the team score depended on its success. Finally, the VR activities did not require much effort from the participants. |
SportComp motor test: Determines global motor coordination in people between 12 and 17 years through 5 tests (7-m foot-together run, 7-m single-legged run, lateral jumps, 9-m two-way run and displacement on supports). Handgrip, flamingo and plate-tapping tests from the Eurofit battery tests: Measures handgrip strength and balance | The three study groups experienced post-intervention improvements in handgrip (p < 0.001) and flamingo tests (p < 0.05). Only the two GAM groups showed improvements in lateral jump tests (p < 0.001). Only the VR + GAM + PTS group obtained a better result in the plate-tapping test (p < 0.001). Only the PTS study group obtained a worsening in the displacement with support test (p < 0.05). | The team activities did not demonstrate motor improvement in the participants, who justified these results in the lack of time to continue developing these activities. Finally, the specific VR activities did not require physical effort and were considered of little use for improving physical performance in non-virtual environments. However, the areas that could be improved through VR were activities related to hand-eye coordination and reaction speed. |
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Fernández-Vázquez, D.; Navarro-López, V.; Cano-de-la-Cuerda, R.; Palacios-Ceña, D.; Espada, M.; Bores-García, D.; Delfa-de-la-Morena, J.M.; Romero-Parra, N. Influence of Virtual Reality and Gamification Combined with Practice Teaching Style in Physical Education on Motor Skills and Students’ Perceived Effort: A Mixed-Method Intervention Study. Sustainability 2024, 16, 1584. https://doi.org/10.3390/su16041584
Fernández-Vázquez D, Navarro-López V, Cano-de-la-Cuerda R, Palacios-Ceña D, Espada M, Bores-García D, Delfa-de-la-Morena JM, Romero-Parra N. Influence of Virtual Reality and Gamification Combined with Practice Teaching Style in Physical Education on Motor Skills and Students’ Perceived Effort: A Mixed-Method Intervention Study. Sustainability. 2024; 16(4):1584. https://doi.org/10.3390/su16041584
Chicago/Turabian StyleFernández-Vázquez, Diego, Víctor Navarro-López, Roberto Cano-de-la-Cuerda, Domingo Palacios-Ceña, María Espada, Daniel Bores-García, José Manuel Delfa-de-la-Morena, and Nuria Romero-Parra. 2024. "Influence of Virtual Reality and Gamification Combined with Practice Teaching Style in Physical Education on Motor Skills and Students’ Perceived Effort: A Mixed-Method Intervention Study" Sustainability 16, no. 4: 1584. https://doi.org/10.3390/su16041584