體感視頻游戲?qū)Υ髮W(xué)生乒乓球技能學(xué)習(xí)的干預(yù)效益
本文選題:體感視頻游戲 + 認(rèn)知。 參考:《沈陽(yáng)體育學(xué)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(dòng)作變化來操作和感受的新型電子游戲,既能促進(jìn)人的多感覺加工,提高認(rèn)知靈活性,還可以讓使用者進(jìn)行人機(jī)互動(dòng)獲得健身娛樂效益。這種技術(shù)正被廣泛地應(yīng)用于軍事、醫(yī)學(xué)、教育等領(lǐng)域當(dāng)中。乒乓球是一項(xiàng)難以掌握的運(yùn)動(dòng)技能,對(duì)于普通大學(xué)生來說要堅(jiān)持練習(xí)也非常困難,因此有必要通過新式技術(shù)手段來輔助乒乓球運(yùn)動(dòng)技能的學(xué)習(xí),體感視頻游戲作為一種新式干預(yù)手段正逐漸成為學(xué)者的關(guān)注。本文研究目的是圍繞體感視頻游戲在大學(xué)生乒乓球技能學(xué)習(xí)中的應(yīng)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(xué)習(xí)的干預(yù)效益。本研究對(duì)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(xué)生,采用2組別(實(shí)驗(yàn)組、對(duì)照組)×2測(cè)試(前測(cè)、后測(cè))混合設(shè)計(jì)進(jìn)行為期16周的實(shí)驗(yàn)。所有實(shí)驗(yàn)被試均為右手優(yōu)利手、視覺無障礙、無乒乓球運(yùn)動(dòng)經(jīng)驗(yàn)、無生理和精神疾病等,并且實(shí)驗(yàn)組每周進(jìn)行兩次,每不少于20分鐘的體感視頻游戲。在實(shí)驗(yàn)前和實(shí)驗(yàn)后分別對(duì)兩組被試進(jìn)行相關(guān)認(rèn)知能力、乒乓球技術(shù)能力和運(yùn)動(dòng)動(dòng)機(jī)進(jìn)行測(cè)試,使用E-prime2.0心理程序設(shè)計(jì)軟件對(duì)認(rèn)知任務(wù)數(shù)據(jù)預(yù)處理,并通過SPSS 17.0版本對(duì)收集的所用有效數(shù)據(jù)進(jìn)行重復(fù)測(cè)量ANOVA分析以得出以下研究結(jié)論:(1)乒乓球體感視頻游戲能夠促進(jìn)大學(xué)生乒乓球技能的學(xué)習(xí)并產(chǎn)生好的效果,為體育教學(xué)中運(yùn)用體感視頻游戲?yàn)檩o助手段的研究提供了科學(xué)的實(shí)踐證據(jù)。(2)乒乓球體感視頻游戲能夠?qū)Υ髮W(xué)生的注意力和工作記憶起到促進(jìn)作用,視頻游戲訓(xùn)練和干預(yù)有利于促進(jìn)和改善大學(xué)生的認(rèn)知能力。(3)體育教學(xué)中運(yùn)用乒乓球體感視頻游戲干預(yù)手段可促進(jìn)提高大學(xué)生乒乓球運(yùn)動(dòng)技能學(xué)習(xí)的運(yùn)動(dòng)動(dòng)機(jī).體感視頻游戲可作為體育教學(xué)的有效輔助手段,從而能提高學(xué)習(xí)者的運(yùn)動(dòng)參與和學(xué)習(xí)動(dòng)機(jī),進(jìn)而促進(jìn)提高對(duì)相關(guān)運(yùn)動(dòng)技能的學(xué)習(xí)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(xué)位授予單位】:沈陽(yáng)體育學(xué)院
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類號(hào)】:G846-4
【參考文獻(xiàn)】
相關(guān)期刊論文 前8條
1 吳四蘭;周宗奎;牛更楓;劉美婷;;視頻游戲遷移現(xiàn)象:類型、表現(xiàn)及作用機(jī)制[J];心理科學(xué)進(jìn)展;2015年06期
2 張立立;楊惠玲;李壯志;;高校大學(xué)生運(yùn)動(dòng)技能學(xué)習(xí)認(rèn)知特點(diǎn)的實(shí)驗(yàn)研究[J];人才資源開發(fā);2015年06期
3 陳衍;符虔;劉香倩;;生理性認(rèn)知老化干預(yù)訓(xùn)練研究綜述[J];開封教育學(xué)院學(xué)報(bào);2015年01期
4 黃志劍;;交互式電子游戲作為一種新的鍛煉方式:運(yùn)動(dòng)心理學(xué)的觀點(diǎn)[J];體育科研;2014年02期
5 代艾波;瞿暢;朱小龍;于陳陳;;體感交互技術(shù)在運(yùn)動(dòng)康復(fù)領(lǐng)域的應(yīng)用[J];中國(guó)康復(fù)理論與實(shí)踐;2014年01期
6 王俊杰;王培勇;徐堅(jiān);元文學(xué);;體力活動(dòng)干預(yù)新方式——體感游戲的起源、發(fā)展及應(yīng)用[J];西安體育學(xué)院學(xué)報(bào);2014年02期
7 王尚書;陳長(zhǎng)香;張衛(wèi)紅;馬素慧;徐金獻(xiàn);;互動(dòng)體感游戲?qū)δX卒中患者運(yùn)動(dòng)和平衡功能的康復(fù)效果[J];中國(guó)康復(fù)理論與實(shí)踐;2013年07期
8 車力軍;孫峰;;3G時(shí)代體感游戲的發(fā)展思考[J];電信技術(shù);2011年11期
相關(guān)碩士學(xué)位論文 前3條
1 王文淵;體感技術(shù)課件在小學(xué)乒乓球教學(xué)中的運(yùn)用研究[D];上海師范大學(xué);2014年
2 辛文娟;運(yùn)動(dòng)技能遷移對(duì)網(wǎng)球第二專項(xiàng)學(xué)生學(xué)習(xí)影響的調(diào)查研究[D];武漢體育學(xué)院;2013年
3 李育澤;電子游戲?qū)ι眢w運(yùn)動(dòng)智能的影響研究[D];南京師范大學(xué);2008年
,本文編號(hào):2066182
本文鏈接:http://sikaile.net/jiaoyulunwen/tylw/2066182.html