Educational Research on the Use of Virtual Reality Combined with a Practice Teaching Style in Physical Education: A Qualitative Study from the Perspective of Researchers
Abstract
:1. Introduction
1.1. The Spectrum of Teaching Styles
1.2. Practice Style
1.3. Virtual Reality
1.4. Virtual Reality in Education
2. Materials and Methods
2.1. Design
2.2. Research Team and Reflexivity
2.3. Context
2.4. Participants and Data Collection
2.5. Analysis
2.6. Rigor Considerations
3. Results and Discussion
3.1. Difficulties in Data Collection before, during, and after the Intervention
3.1.1. Difficulties in the Use of the Selected Tests
“To carry out the physical tests before the intervention, I had to manufacture some materials (supports and jumps), as the materials (measurements) were very specific, and there is no option to find them except in specialized shops (Leroy Merlin). This is a difficulty in applying the Sportcomp, but, on the other hand, it is one of the few tests that measure motor coordination in adolescents in Spain.”(Participant 2)
“The plate-tapping test is the one that has cost me the most because some students did not touch inside the circumference because they tried to go fast, or on some occasions, I lost the content of the test. So, it was ‘null’ and they had to repeat it after a short break.”(Participant 2)
“In the pre-intervention data collection, we realized that we were performing the Flamingo test badly because we were not stopping the stopwatch every time the students became unbalanced.”(Participant 4)
3.1.2. Difficulties in Organizing Tests
“Perhaps it is a perception that stems from my limited experience with this stage of education, but I did perceive at times a certain degree of lack of control as the researchers were testing some students, but many others were either sitting around waiting for their turn to be measured or messing around. In this case, they threw a big mattress that was in the classroom.”(Participant 4)
“We failed to calculate the time needed for each test. Some of them were done quickly, like the speed tests, but some, for example, the ‘flamingo test’ took much longer, almost a whole session to evaluate all the students. Thank goodness, we were three assessors.”(Participant 1)
3.1.3. Perception of Differences in the Application of Tests in Educational Contexts Compared to Laboratory Contexts
“It seems to me to be a type of intervention that would require more research staff in charge of the order, but it must be taken into account that this is the real environment of an educational center, so a more controlled intervention would perhaps lose realism or external validity.”(Participant 4)
“I have done tests with adult women, and for two participants there were at least four or five researchers. I understand that it is more difficult to meet the researcher-student ratio in a class with 30 students because it would require too many researchers.”(Participant 4)
3.1.4. Difficulties in the Students’ Daily Record-Keeping
“The feeling at the end is one of absolute chaos. It generates a lot of anxiety to know that if we don’t go quickly we don’t have time for everything…we have to rush the students to complete the effort recording sheet… some students fill it in wrong and we have to correct it…we try to have as much practice time as possible, but there is a lot that goes into changing stations, recording effort, counting points, etc.”(Participant 1)
“They still struggle with the dynamics of recording the perception of effort, we have to be very attentive to them so that they fill in the sheet at the end of the activity.”(Participant 2)
3.2. Differences between VR Interventions in Laboratory and Educational Contexts
3.2.1. Use of the Necessary Technological Elements
“We had problems with the reflection of the projector to make it look sharp. We had problems with the installation as we didn’t know where to place the projector because there was too much light, and it didn’t show the game properly with the Xbox One. In the end, we placed it in a corner where it was a bit darker.”(Participant 6)
“The glasses get dirty because of the ink from the pens on the student’s hands.”(Participant 7)
“Some kids, maybe because they are introverted or embarrassed, don’t tell us that the game has been interrupted and they are on the menu screen. He finishes the time and, when we ask him, he tells us that he was only able to play for a while because then it wouldn’t let him.”(Participant 6)
“We started with a problem with the connectivity of the switch controllers, but it was quickly solved.”(Participant 6)
3.2.2. Space Management
“We should limit the play area of the VR goggles as the students were getting too close to each other.”(Participant 7)
“We have implemented another way of placing the goggles, to avoid them bumping into each other and to make it easier to put it on and start playing earlier.”(Participant 5)
“There was too much noise as the other activities carried out by the other groups in the pavilion generated much more noise than the previous activities. In addition, these activities are done with the use of tennis balls that end up in our area of the hall, and we had to be vigilant to prevent any of the students with the virtual reality goggles from tripping or being hit by one of these tennis balls.”(Participant 6)
3.2.3. Time Management
“Today there was a misallocation of time and we had to adjust on the fly.”(Participant 7)
“We also encountered time problems when communicating, as having cut some overall time because of the explanations on the first day, we did not understand each other when swapping groups and one of the groups spent more time at one of our stations.”(Participant 6)
“I found the session times to be limited; we had thought that the playing time for each device was longer than what we were able to do. We have adjusted the times and in the following sessions it will be better distributed as some students have had to play more on one of the devices due to time problems.”(Participant 6)
3.2.4. Difficulties in the Number of Researchers and the Distribution of Roles during the Intervention
“I had to explain and supervise two games: not to drop the bombs and to keep the bombs active. Again, it was chaotic to play both games at the same time to be able to count the points correctly. Most of the students tend to cheat and don’t respect the rules.”(Participant 3)
“In clinical practice, there are far fewer participants, which greatly improves the researcher/participant ratio. Each researcher can focus much more on the participants and on getting the intervention right. In the case of the intervention in the educational context, being a large group of about 30 pupils, a lot of energy is lost in control and management work, and less focus can be put on the intervention as such.”(Participant 5)
3.3. Transferability of the Use of VR Devices to the Practice of School Physical Education: Possibilities and Difficulties
3.3.1. Particularities of Secondary School Students
“My perception of the male participants was that they care a lot about the approval of their peers and comparing themselves to them and, far from trying to perform as well as possible, they tried to outdo each other.”(Participant 4)
“There is quite a difference between the level of motivation of some students and others, which makes the class quite heterogeneous and the way of approaching teaching becomes complicated because different pedagogical tools have to be used.”(Participant 2)
3.3.2. Particularities in the Dynamics of the Functioning of a Group in the Educational Context
“One of the researchers had to play because there were only 3 people so that the controls would not be misconfigured.”(Participant 5)
“A girl doesn’t want to dance so we let her continue with the glasses.”(Participant 7)
“On the days when we had to set up everything within the course schedule, we had a worse time, because the students were already in the gym, and there was a lot of noise. In the laboratory context, this is minimized because there is not as much overlap between groups; there are fewer participants, and the material can be handled more easily in space.”(Participant 5)
3.3.3. Perceptions on the Transferability of the VR Intervention to the PE Curriculum in Educational Centers in a Generalized Way
“I think it works very well with adolescent students because they are very familiar with technology.”(Participant 7)
“Time is wasted only at the beginning, when teaching them how to configure the devices, but from that moment on the effective time of use can be very high without great demands on personnel.”(Participant 5)
“The glasses are expensive, between 300 and 400 euros for basic models, although it depends on the storage capacity. Each game costs about 20 or 30 euros.”(Participant 6)
“The ideal would be to have as many glasses as there are students in class, but if immersive VR is mixed with semi-immersive VR (with Xbox, for example), several students can participate at the same time and take turns.”(Participant 7)
“Although it may seem like an expensive material, if it is compared to other materials purchased in PE departments such as benches, mats, goals, or baskets, it is acceptable for many centers to have at least three or four devices. In any case, there is always the option of using semi-immersive VR that allows up to six students to participate at the same time, and the center’s projector and screen can be used, without having to buy too much specific material.”(Participant 1)
4. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Bores-García, D.; Cano-de-la-Cuerda, R.; Espada, M.; Romero-Parra, N.; Fernández-Vázquez, D.; Delfa-De-La-Morena, J.M.; Navarro-López, V.; Palacios-Ceña, D. Educational Research on the Use of Virtual Reality Combined with a Practice Teaching Style in Physical Education: A Qualitative Study from the Perspective of Researchers. Educ. Sci. 2024, 14, 291. https://doi.org/10.3390/educsci14030291
Bores-García D, Cano-de-la-Cuerda R, Espada M, Romero-Parra N, Fernández-Vázquez D, Delfa-De-La-Morena JM, Navarro-López V, Palacios-Ceña D. Educational Research on the Use of Virtual Reality Combined with a Practice Teaching Style in Physical Education: A Qualitative Study from the Perspective of Researchers. Education Sciences. 2024; 14(3):291. https://doi.org/10.3390/educsci14030291
Chicago/Turabian StyleBores-García, Daniel, Roberto Cano-de-la-Cuerda, María Espada, Nuria Romero-Parra, Diego Fernández-Vázquez, José Manuel Delfa-De-La-Morena, Víctor Navarro-López, and Domingo Palacios-Ceña. 2024. "Educational Research on the Use of Virtual Reality Combined with a Practice Teaching Style in Physical Education: A Qualitative Study from the Perspective of Researchers" Education Sciences 14, no. 3: 291. https://doi.org/10.3390/educsci14030291
APA StyleBores-García, D., Cano-de-la-Cuerda, R., Espada, M., Romero-Parra, N., Fernández-Vázquez, D., Delfa-De-La-Morena, J. M., Navarro-López, V., & Palacios-Ceña, D. (2024). Educational Research on the Use of Virtual Reality Combined with a Practice Teaching Style in Physical Education: A Qualitative Study from the Perspective of Researchers. Education Sciences, 14(3), 291. https://doi.org/10.3390/educsci14030291