IDEAS home Printed from https://ideas.repec.org/a/gam/jsusta/v16y2024i4p1584-d1338490.html
   My bibliography  Save this article

Influence of Virtual Reality and Gamification Combined with Practice Teaching Style in Physical Education on Motor Skills and Students’ Perceived Effort: A Mixed-Method Intervention Study

Author

Listed:
  • Diego Fernández-Vázquez

    (Department of Physiotherapy, Occupational Therapy, Rehabilitation and Physical Medicine, Faculty of Health Sciences, Universidad Rey Juan Carlos, 28921 Madrid, Spain
    Movement Analysis, Biomechanics, Ergonomics, and Motor Control Laboratory, Faculty of Health Sciences, Universidad Rey Juan Carlos, 28922 Madrid, Spain)

  • Víctor Navarro-López

    (Department of Physiotherapy, Occupational Therapy, Rehabilitation and Physical Medicine, Faculty of Health Sciences, Universidad Rey Juan Carlos, 28921 Madrid, Spain
    Movement Analysis, Biomechanics, Ergonomics, and Motor Control Laboratory, Faculty of Health Sciences, Universidad Rey Juan Carlos, 28922 Madrid, Spain)

  • Roberto Cano-de-la-Cuerda

    (Department of Physiotherapy, Occupational Therapy, Rehabilitation and Physical Medicine, Faculty of Health Sciences, Universidad Rey Juan Carlos, 28921 Madrid, Spain
    Movement Analysis, Biomechanics, Ergonomics, and Motor Control Laboratory, Faculty of Health Sciences, Universidad Rey Juan Carlos, 28922 Madrid, Spain)

  • Domingo Palacios-Ceña

    (Department of Physiotherapy, Occupational Therapy, Rehabilitation and Physical Medicine, Faculty of Health Sciences, Universidad Rey Juan Carlos, 28921 Madrid, Spain
    Research Group of Humanities and Qualitative Research in Health Science of Universidad Rey Juan Carlos (Hum&QRinHS), Department of Physical Therapy, Occupational Therapy, Rehabilitation and Physical Medicine, Universidad Rey Juan Carlos, 28922 Madrid, Spain)

  • María Espada

    (Department of Physiotherapy, Occupational Therapy, Rehabilitation and Physical Medicine, Faculty of Health Sciences, Universidad Rey Juan Carlos, 28921 Madrid, Spain)

  • Daniel Bores-García

    (Department of Physiotherapy, Occupational Therapy, Rehabilitation and Physical Medicine, Faculty of Health Sciences, Universidad Rey Juan Carlos, 28921 Madrid, Spain
    Research Group of Humanities and Qualitative Research in Health Science of Universidad Rey Juan Carlos (Hum&QRinHS), Department of Physical Therapy, Occupational Therapy, Rehabilitation and Physical Medicine, Universidad Rey Juan Carlos, 28922 Madrid, Spain)

  • José Manuel Delfa-de-la-Morena

    (Department of Physiotherapy, Occupational Therapy, Rehabilitation and Physical Medicine, Faculty of Health Sciences, Universidad Rey Juan Carlos, 28921 Madrid, Spain)

  • Nuria Romero-Parra

    (Department of Physiotherapy, Occupational Therapy, Rehabilitation and Physical Medicine, Faculty of Health Sciences, Universidad Rey Juan Carlos, 28921 Madrid, Spain
    LFE Research Group, Department of Health and Human Performance, Faculty of Physical activity and Sports Science, Universidad Politécnica de Madrid, 28040, Madrid, Spain)

Abstract

This mixed-method study examined the impact of combining virtual reality (VR) and gamification (GAM) with the practice teaching style (PTS) on students’ motor skills and perceived effort in physical education. Participants ( n = 75) were divided into three groups: PTS (control), PTS + GAM and PTS + GAM + VR. Each group had two one-hour sessions per week for six weeks. Participants’ motor skills and perceived effort were evaluated quantitatively and qualitatively using tests such as the SportComp Motor, flamingo and plate-tapping tests, as well as the handgrip strength test and the Pictorical Children’s Effort Rating Table. The results indicate that the PTS group reported a higher perceived effort compared to the other groups ( p < 0.001). All study groups exhibited improvements in the handgrip strength ( p < 0.001) and flamingo ( p < 0.05) tests, while lateral jump test improvements were observed only in the two GAM groups ( p < 0.001). The VR group showed an improvement in the plate-tapping tests ( p < 0.001), while the PTS group exhibited a decline in the displacement with support test ( p < 0.05). Participant perceptions suggest that the activity nature, motivation from competition and rewards influenced the perceived effort and motor skills. In conclusion, GAM techniques are effective in reducing perceived effort in physical education programs, and combining GAM with VR enhances improvements in motor skills.

Suggested Citation

  • Diego Fernández-Vázquez & Víctor Navarro-López & Roberto Cano-de-la-Cuerda & Domingo Palacios-Ceña & María Espada & Daniel Bores-García & José Manuel Delfa-de-la-Morena & Nuria Romero-Parra, 2024. "Influence of Virtual Reality and Gamification Combined with Practice Teaching Style in Physical Education on Motor Skills and Students’ Perceived Effort: A Mixed-Method Intervention Study," Sustainability, MDPI, vol. 16(4), pages 1-15, February.
  • Handle: RePEc:gam:jsusta:v:16:y:2024:i:4:p:1584-:d:1338490
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/2071-1050/16/4/1584/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/2071-1050/16/4/1584/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Rosa Ortiz-Gutiérrez & Roberto Cano-de-la-Cuerda & Fernando Galán-del-Río & Isabel María Alguacil-Diego & Domingo Palacios-Ceña & Juan Carlos Miangolarra-Page, 2013. "A Telerehabilitation Program Improves Postural Control in Multiple Sclerosis Patients: A Spanish Preliminary Study," IJERPH, MDPI, vol. 10(11), pages 1-14, October.
    2. Jose Mora-Gonzalez & Isaac J. Pérez-López & Irene Esteban-Cornejo & Manuel Delgado-Fernández, 2020. "A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students: ‘The Matrix rEFvolution Program’," IJERPH, MDPI, vol. 17(3), pages 1-11, January.
    3. Jacek Polechoński & Katarzyna Nierwińska & Barbara Kalita & Piotr Wodarski, 2020. "Can Physical Activity in Immersive Virtual Reality Be Attractive and Have Sufficient Intensity to Meet Health Recommendations for Obese Children? A Pilot Study," IJERPH, MDPI, vol. 17(21), pages 1-14, November.
    4. Alberto Ferriz-Valero & Ove Østerlie & Salvador García Martínez & Miguel García-Jaén, 2020. "Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education," IJERPH, MDPI, vol. 17(12), pages 1-16, June.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Gonzalo Flores-Aguilar & María Prat-Grau & Jesús Fernández-Gavira & Antonio Muñoz-Llerena, 2023. "“I Learned More Because I Became More Involved”: Teacher’s and Students’ Voice on Gamification in Physical Education Teacher Education," IJERPH, MDPI, vol. 20(4), pages 1-17, February.
    2. Ana López-Martínez & Lourdes Meroño & María Cánovas-López & Antonio García-de-Alcaraz & Luis Manuel Martínez-Aranda, 2022. "Using Gamified Strategies in Higher Education: Relationship between Intrinsic Motivation and Contextual Variables," Sustainability, MDPI, vol. 14(17), pages 1-14, September.
    3. Pablo Farías, 2020. "The Use of Fear versus Hope in Health Advertisements: The Moderating Role of Individual Characteristics on Subsequent Health Decisions in Chile," IJERPH, MDPI, vol. 17(23), pages 1-15, December.
    4. Sara García-Bravo & Roberto Cano-de-la-Cuerda & Joaquín Domínguez-Paniagua & Raquel Campuzano-Ruiz & Estrella Barreñada-Copete & María Jesús López-Navas & Aurora Araujo-Narváez & Cristina García-Bravo, 2020. "Effects of Virtual Reality on Cardiac Rehabilitation Programs for Ischemic Heart Disease: A Randomized Pilot Clinical Trial," IJERPH, MDPI, vol. 17(22), pages 1-17, November.
    5. Alan Langer & Jacek Polechoński & Piotr Polechoński & Jarosław Cholewa, 2022. "Ruler Drop Method in Virtual Reality as an Accurate and Reliable Tool for Evaluation of Reaction Time of Mixed Martial Artists," Sustainability, MDPI, vol. 15(1), pages 1-12, December.
    6. Diego Fernández-Vázquez & Roberto Cano-de-la-Cuerda & Víctor Navarro-López, 2022. "Haptic Glove Systems in Combination with Semi-Immersive Virtual Reality for Upper Extremity Motor Rehabilitation after Stroke: A Systematic Review and Meta-Analysis," IJERPH, MDPI, vol. 19(16), pages 1-15, August.
    7. Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero-Puerta & Laura Guerrero-Puerta & Antonio Alias & José M. Aguilar-Parra & Rubén Trigueros, 2021. "Development and Validation of a Questionnaire on Motivation for Cooperative Playful Learning Strategies," IJERPH, MDPI, vol. 18(3), pages 1-10, January.
    8. Ángela Aguilera-Rubio & Alicia Cuesta-Gómez & Ana Mallo-López & Alberto Jardón-Huete & Edwin Daniel Oña-Simbaña & Isabel Mª Alguacil-Diego, 2022. "Feasibility and Efficacy of a Virtual Reality Game-Based Upper Extremity Motor Function Rehabilitation Therapy in Patients with Chronic Stroke: A Pilot Study," IJERPH, MDPI, vol. 19(6), pages 1-12, March.
    9. Antonio Baena-Extremera & Pedro Jesús Ruiz-Montero & David Hortigüela-Alcalá, 2021. "Neuroeducation, Motivation, and Physical Activity in Students of Physical Education," IJERPH, MDPI, vol. 18(5), pages 1-5, March.
    10. Ion Ovidiu Panisoara & Iulia Lazar & Georgeta Panisoara & Ruxandra Chirca & Anca Simona Ursu, 2020. "Motivation and Continuance Intention towards Online Instruction among Teachers during the COVID-19 Pandemic: The Mediating Effect of Burnout and Technostress," IJERPH, MDPI, vol. 17(21), pages 1-28, October.
    11. David Melero-Canas & David Manzano-Sánchez & Daniel Navarro-Ardoy & Vicente Morales-Baños & Alfonso Valero-Valenzuela, 2021. "The Seneb’s Enigma: Impact of a Hybrid Personal and Social Responsibility and Gamification Model-Based Practice on Motivation and Healthy Habits in Physical Education," IJERPH, MDPI, vol. 18(7), pages 1-14, March.
    12. Romina Gisele Saucedo-Araujo & Palma Chillón & Isaac J. Pérez-López & Yaira Barranco-Ruiz, 2020. "School-Based Interventions for Promoting Physical Activity Using Games and Gamification: A Systematic Review Protocol," IJERPH, MDPI, vol. 17(14), pages 1-11, July.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jsusta:v:16:y:2024:i:4:p:1584-:d:1338490. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.