Abstract

ABSTRACT Using virtual reality tools can improve performance and learning motor skills. In a way, active practice in a virtual environment can be a good alternative to real practice and create a better learning opportunity. This study compared the kinematic variables of dart-throwing skills in virtual and real-world environments. For this purpose, 36 male high school students (mean age 13.66 ± .07) without experience in dart-throwing skills were divided into three groups: Functional and Structural constraints and the Real-world practice group. The kinematic variables of the skill were recorded using a high-speed Casio camera at 240 frames per second. Mixed ANOVA was used to analyse the data. The significance level was p ≤ 0.05. The difference between time and group interaction was not statistically significant for all dependent variables. There were significant differences within the groups in throwing time, preparation time, angular velocity, and elbow release angle (p < 0.05). There were no significant differences between the groups in the variables of throwing time (p = .163), preparation time (p = .366), maximum flexion angle (p = .717), and elbow release angle (p = .083). According to the results, the study suggests that training and practicing through VR in discrete dart-throwing skills will create a similar movement pattern to real-world training and have similar benefits.

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