Background and Aim: The purpose of this study is to evaluate the effects of using virtual reality technology on forehand and backhand in table tennis, and to investigate whether it can enhance the skill level and sports learning interests of college students. The research will explore the practical value of virtual reality applications in physical education and evaluate their potential to enhance the effectiveness of table tennis training. Materials and Methods: This study selected male students from the Guang Dong Engineering Polytechnic's physical education classes of 2023, who are non-sports majors and aged between 18 and 20 years old. Utilizing a table tennis skills assessment, 40 participants were systematically assigned to two groups, an experimental group and a control group, with 20 individuals in each group. The mean and standard deviation of the participant's responses were calculated from the collected survey data. Both the pre-experimental and post-experimental tests, conducted after an 8-week training period, were statistically analyzed using the t-test. Result: The experimental results showed that: 1. Virtual reality technology could not effectively improve the physical fitness of the control group and the experimental group; 2. There was no significant difference in the sports learning interest of the control group whether pre-test or post-test, the experiment under the traditional teaching methods; 3. The experimental group's sports learning interest was significantly improved under the intervention of virtual reality technology; 4. There was a significant difference in sports learning interest between the control group and the experimental group in the post-experimental result analysis. 5. The paired sample t-test of each group was carried out for the skill test after the experiment between the control group and the experimental group. The results showed that the skill level of both groups was significantly improved after the experiment, but the skill level of the experimental group was higher than that of the control group under the influence of virtual reality technology. Conclusion: The scientific application of virtual technology in physical education classrooms should not only give full play to the actual functions of physical education but also ensure the rationalization of the exercise time in physical education classrooms, which is a new problem that needs to be considered in physical education courses in the future. At the same time, the school's emphasis on the informatization of physical education is an urgent part of the current virtual reality technology in the use of university physical education classrooms, which has a long way to go and requires the investment of time and cost and the accumulation of practical proof.
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