Abstract

The purpose of this study is to look at the effects of physical education and academic achievement in sports classes using VR. The subjects of the study were selected G Elementary School in P City, Gyeonggi Province, which was selected for the 2018 VR Sports Room project. As a member of the class, the T-ball event was selected among the competitors of the fifth grade curriculum of elementary school and was held for seven weeks at the 18th round. In order to analyze physical education and academic performance using VR sports rooms, the level of achievement was investigated in psychological, cognitive, and definitive areas before and after class. The study analyzed changes in batting speed and bat speed in relation to the first study problem, showing statistically significant differences. Second, cognitive regions were found to have statistically significant differences with p-values of not more than 0.001 on paired t-test. Third, the definitive area considered as a friendship change showed positive results in connection centrality and neighborhood centrality. Therefore VR Sports Room needs to present a converged sports class model that is suitable for a knowledge-based society in the future due to the new connection and expansion of future school sports courses.

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