体感视频游戏对大学生乒乓球技能学习的干预效益
发布时间:2018-06-25 13:47
本文选题:体感视频游戏 + 认知 ; 参考:《沈阳体育学院》2017年硕士论文
【摘要】:体感视频游戏是一种通过人的肢体动作变化来操作和感受的新型电子游戏,既能促进人的多感觉加工,提高认知灵活性,还可以让使用者进行人机互动获得健身娱乐效益。这种技术正被广泛地应用于军事、医学、教育等领域当中。乒乓球是一项难以掌握的运动技能,对于普通大学生来说要坚持练习也非常困难,因此有必要通过新式技术手段来辅助乒乓球运动技能的学习,体感视频游戏作为一种新式干预手段正逐渐成为学者的关注。本文研究目的是围绕体感视频游戏在大学生乒乓球技能学习中的应用展开研究,以客观的说明体感视频游戏对乒乓球技能学习的干预效益。本研究对30名(男15人、女15人),年龄为19-22岁之间的健康的在校普通大一学生,采用2组别(实验组、对照组)×2测试(前测、后测)混合设计进行为期16周的实验。所有实验被试均为右手优利手、视觉无障碍、无乒乓球运动经验、无生理和精神疾病等,并且实验组每周进行两次,每不少于20分钟的体感视频游戏。在实验前和实验后分别对两组被试进行相关认知能力、乒乓球技术能力和运动动机进行测试,使用E-prime2.0心理程序设计软件对认知任务数据预处理,并通过SPSS 17.0版本对收集的所用有效数据进行重复测量ANOVA分析以得出以下研究结论:(1)乒乓球体感视频游戏能够促进大学生乒乓球技能的学习并产生好的效果,为体育教学中运用体感视频游戏为辅助手段的研究提供了科学的实践证据。(2)乒乓球体感视频游戏能够对大学生的注意力和工作记忆起到促进作用,视频游戏训练和干预有利于促进和改善大学生的认知能力。(3)体育教学中运用乒乓球体感视频游戏干预手段可促进提高大学生乒乓球运动技能学习的运动动机.体感视频游戏可作为体育教学的有效辅助手段,从而能提高学习者的运动参与和学习动机,进而促进提高对相关运动技能的学习效果。
[Abstract]:Somatosensory video game is a new type of video game which can be operated and felt through the changes of human body movements. It can not only promote human multi-sensory processing, improve cognitive flexibility, but also enable users to gain fitness and entertainment benefits through human-computer interaction. This technology is widely used in military, medical, educational and other fields. Table tennis is a difficult sport skill to master, and it is very difficult for ordinary college students to persist in practice. Therefore, it is necessary to assist the learning of table tennis sports skills through new technical means. As a new type of intervention, body-sense video game is gradually becoming the concern of scholars. The purpose of this paper is to study the application of video games of body sense in the learning of table tennis skills of college students in order to objectively explain the effectiveness of the intervention of video games on the learning of table tennis skills. In this study, 30 healthy freshmen aged between 19 and 22 years old (15 males and 15 females) were enrolled in this study. A 16-week experiment was conducted in two groups (experimental group, control group) 脳 2 test (pre-test, post-test). All subjects were right-handed, visual barrier free, table tennis sports experience, no physical and mental illness, and the experimental group twice a week, not less than 20 minutes of physical video games. Before and after the experiment, the related cognitive ability, table tennis technical ability and motor motivation of the two groups were tested, and the data of cognitive task were preprocessed with E-prime2.0 psychological programming software. And through the repeated measurement ANOVA analysis of the effective data collected by SPSS 17.0, the following conclusions can be drawn: (1) Table tennis video games can promote the learning of table tennis skills of college students and produce good results. This paper provides scientific practical evidence for the study of the use of somatosensory video games as auxiliary means in physical education teaching. (2) Table tennis video games can promote the attention and working memory of college students. Video game training and intervention can promote and improve the cognitive ability of college students. (3) the use of table tennis physical sense video game intervention in physical education can promote the improvement of college students' sports motivation of table tennis sports skills learning. Body sense video games can be used as an effective auxiliary means of physical education teaching, thus can improve learners' sports participation and learning motivation, and then promote the learning effect of related motor skills.
【学位授予单位】:沈阳体育学院
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:G846-4
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