Innovation in metaverse virtual reality technology and gamification physical education learning styles on students' motor skills

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I Gede Dharma Utamayasa, Angga Indra Kusuma, Luh Putu Tuti Ariani

2025 Journal of Human Sport and Exercise Vol. 20 Issue 2 Article Cited by 8 Quartile

Abstract

The study integrates information technology into physical education teaching. It used a mixed-method with a quasi-experimental method. The study was conducted on 30 students at Elementary School Jeruk 1 Surabaya. Since the participants came from three different class groups previously, different teaching methodologies were employed for each group: the teaching style was given to the control group, and in experiment 1, the treatment with physical education teaching style and gamification provided. The experiment 2 group was treated using virtual reality. The results of the research showed that virtual reality and exergames provide a relaxed and enjoyable learning environment. However, the study indicates that a well-structured 6-week virtual reality program can significantly improve motor coordination, coordination, and reaction time results for students of Elementary School Jeruk 1 Surabaya. Data from the 7 m single-legged run test had a T result of (p < .012), the 9 m two-way run test showed VR+G results (p < .001), the lateral jumps test had a G result (p < .004), the left-hand handgrip test had a G result of (p < .003), the plate-tapping test had a G result of (p < .003), and the flamingo test had a G result of (p < .01). Gamification is highly favoured by elementary school students compared to the PTS group. © Asociación Española de Análisis del Rendimiento Deportivo. Alicante. Spain.

Affiliations

Physical Education, University PGRI Adi Buana, Surabaya, Indonesia; Sports Coaching Education, University Pendidikan, Ganesha, Indonesia

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