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Ibero-American Journal of Exercise and Sports Psychology

The Effect of Using Virtual Reality Technology, VR Box Glasses, On Learning The Skill Of Shooting In Handball

resumen

Maen Ahmad Mahmoud Sha?lan

Objectives: This study aimed to identify the effect of using Virtual Reality Technology, VR BOX, to learn the shooting skill of Handball for students of the College of Sport Sciences at Mutah University.

Methodology: The study used the experimental approach with a two-way design using an experimental and a control group, by comparing the pre and post measurement for each group and then comparing the two groups. The study population consisted of (54) students enrolled in the Handball course (1) in the College of Science Sports, Mutah University for the summer semester 2020/2021. Moreover, the study sample consisted of (30) students who were randomly chosen, and the study sample was divided into two groups, with (15) students for the experimental group learning the shooting skill using Virtual Reality Technology, VR BOX, for (6) weeks, with two meetings per week, and (15) for the control group, learning the shooting skill using the traditional method, for (6) weeks, with two meetings per week. The accuracy test was used to collect the study data.

Results: The study concluded that the use of learning with Virtual Reality, using VR BOX, contributed positively to learning the shooting skill of Handball, and the use of the traditional method contributed positively to learning the shooting skill of Handball, and the members of the experimental group that used Virtual Reality, using VR BOX as an educational method for the control group members who used the traditional method in learning the shooting skill of Handball.

Conclusion: The study recommended using VR BOX (Virtual Reality Box) as one of the modern teaching methods and tools to learn the shooting skill of Handball, holding educational courses for PE teachers (physical education teachers) to teach them how to use Virtual Reality, using VR BOX in teaching, and providing VR BOX as an educational tool in physical education colleges.

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