Abstract

Background and Aims: To explore and build virtual reality physical education courses, and create a new teaching model of "VR+ teaching" to improve the quality of talent training and teaching effect. This study will build a teaching model of virtual reality technology to improve college students' table tennis skills, trying to enable learners to complete real-time interaction of multiple senses with the help of sensing devices in virtual sports situations, and then combine the goal incentive and feedback mechanism to improve students' self-efficacy and learning interest, which can not only promote the diversified development of sports skill learning but also promote the development of sports skill learning. It also provides a reference for the application of virtual reality technology in physical education. The purpose of this study is to construct of virtual reality technology teaching model to improve table tennis skills for university students. Methodology: The survey included faculty and students at the three universities. Current number of teachers and students: Yunnan University has 1855 students and 66 teachers; Yunnan Normal University has 1980 students and 95 teachers. Yunnan Minzu University has 1531 students and 65 teachers. In this study, the experts were interviewed by telephone interview, face-to-face interview, and summary interview, using the method of interview outline. Questionnaires were distributed to students and teachers on-site and by webmail. The Delphi Method expert questionnaire was issued to 19 experts. Results: Most of the teachers are willing to use virtual reality technology to teach table tennis. They think virtual reality technology will improve their teaching effectiveness. Construct a virtual reality teaching model for improving college students' table tennis skills, and construct a virtual reality teaching model for improving college students' table tennis skills from five dimensions: teaching idea, teaching goal, teaching content, teaching process, and teaching evaluation. Most people agree on all issues (IQR range 0.00-1). Conclusion: Virtual reality technology is applied to table tennis teaching in colleges and universities so that students can quickly enter the role, and effectively improve the dull feeling caused by being bored and unable to hit the ball in the learning process of table tennis. While learning table tennis knowledge and skills, learners actively explore and complete the construction of new knowledge. It provides a new teaching concept for the reform of table tennis teaching and the multiple development of physical education curricula in colleges and universities and also promotes the deep integration of education informatization and physical education teaching in the new era.

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