體感視頻游戲?qū)Υ髮W生乒乓球技能學習的干預效益
本文選題:體感視頻游戲 + 認知; 參考:《沈陽體育學院》2017年碩士論文
【摘要】:體感視頻游戲是一種通過人的肢體動作變化來操作和感受的新型電子游戲,既能促進人的多感覺加工,提高認知靈活性,還可以讓使用者進行人機互動獲得健身娛樂效益。這種技術正被廣泛地應用于軍事、醫(yī)學、教育等領域當中。乒乓球是一項難以掌握的運動技能,對于普通大學生來說要堅持練習也非常困難,因此有必要通過新式技術手段來輔助乒乓球運動技能的學習,體感視頻游戲作為一種新式干預手段正逐漸成為學者的關注。本文研究目的是圍繞體感視頻游戲在大學生乒乓球技能學習中的應用展開研究,以客觀的說明體感視頻游戲?qū)ζ古仪蚣寄軐W習的干預效益。本研究對30名(男15人、女15人),年齡為19-22歲之間的健康的在校普通大一學生,采用2組別(實驗組、對照組)×2測試(前測、后測)混合設計進行為期16周的實驗。所有實驗被試均為右手優(yōu)利手、視覺無障礙、無乒乓球運動經(jīng)驗、無生理和精神疾病等,并且實驗組每周進行兩次,每不少于20分鐘的體感視頻游戲。在實驗前和實驗后分別對兩組被試進行相關認知能力、乒乓球技術能力和運動動機進行測試,使用E-prime2.0心理程序設計軟件對認知任務數(shù)據(jù)預處理,并通過SPSS 17.0版本對收集的所用有效數(shù)據(jù)進行重復測量ANOVA分析以得出以下研究結論:(1)乒乓球體感視頻游戲能夠促進大學生乒乓球技能的學習并產(chǎn)生好的效果,為體育教學中運用體感視頻游戲為輔助手段的研究提供了科學的實踐證據(jù)。(2)乒乓球體感視頻游戲能夠?qū)Υ髮W生的注意力和工作記憶起到促進作用,視頻游戲訓練和干預有利于促進和改善大學生的認知能力。(3)體育教學中運用乒乓球體感視頻游戲干預手段可促進提高大學生乒乓球運動技能學習的運動動機.體感視頻游戲可作為體育教學的有效輔助手段,從而能提高學習者的運動參與和學習動機,進而促進提高對相關運動技能的學習效果。
[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.
【學位授予單位】:沈陽體育學院
【學位級別】:碩士
【學位授予年份】:2017
【分類號】:G846-4
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