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677 Digital Assessment Project
677 Digital Assessment Project
Mike Morrison
EDIT 677
Final Project
Digital Assessment Project
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Digital Assessment Project
TABLE OF CONTENTS
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Digital Assessment Project
INTRODUCTION
The Research question that I aim to answer through this Action Research Project is: Does
the use of Virtual Reality Training tools in Baseball have a greater effect on pitchers training and
help their performance on Game day? This particular question interests me because I coach
pitchers at Coastal Carolina and I am always searching for the most efficient and effective way to
Coach, Teach, and Train my pitchers. I am always searching for the best way to help them
perform on the field and give them every tool possible to succeed. Virtual Reality training in
baseball has started to become popular in the last 5 years with the introduction of STRIVR.
STRIVR is used by some of the world’s most respected organizations, from Fortune 100
companies to professional sports teams. The STRIVR platform utilizes immersive technology in
an effort to help individuals learn faster and more effectively, improving reaction time, pattern
recognition, and decision making in the real world. The data and insights drawn are unlike
anything else: the most accurate assessment of performance and preparedness for real life
situations. This instructional technology innovation can help change the way baseball programs
train not only their pitchers but all players in general. Programs can use this innovation in order
Boosts productivity
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REVIEW OF LITERATURE
For baseball players, especially pitchers, peak performance in the game is all about
repetitions. The best athletes dedicate years and years of work to be ready to perform at the
highest level when it matters most. But real-life reps are limited due to all sorts of factors
including rules, physical toll on bodies, and weather. But with this Instructional Technology
Innovation there is now a solution to some of these problems. With Virtual Reality and the
STRIVR technology, my pitchers can practice anytime, anywhere, just as if they were out on the
field. Using an immersive Virtual Reality environment, the pitchers can accelerate their training
regimen and never miss a beat. STRIVR’s technology gives athletes unlimited reps in the most
realistic environment possible, so they can be ready when they step foot on the field. For a
number of years, teachers have been customizing their own virtual worlds to enhance the way
thy present content to their learners. A virtual world is typically a multi-user, computer-based
representations of the user. This virtual world allows students to go to otherwise impossible
locations. Typically, science, medicine and math are the virtual environments used but I however
allow users to represent abstract topics in ways that would otherwise be difficult or impossible in
real life. The use of virtual reality for simulation of medical procedures is well documented, as it
allows for errors to be made without the catastrophic consequences in real procedures. I think
this is relatable to baseball because VR will allow my pitchers to make mistakes in the classroom
which will in turn eliminate the mistakes on the field (Phillips, 2017). One particularly
innovative initiative was conducted in a virtual world called Second Life. The program allows
teachers to design, create and teach in a virtual world with 100 university students. A series of
collaborative activities were used to introduce aspects of Chinese language and culture to
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students in Australia before they spent time on exchange in China (Henderson, 2009). When the
2. Allowing students to revisit and repeat lessons multiple times to reinforce key
understanding.
3. Encouraging better social interaction between students as they were reacting and sharing
4. Putting students in control of their avatar, not the teacher, which meant they could
explore and interact independently. Unlike PowerPoint, where everybody sees the same
information in the same way at the same time, a virtual world allows students to create their own
understanding.
5. A lack of non-verbal clues, including body language, gestures and facial expressions, has
said that they feel restricted because they can’t use their hands for gestures. However, in
increasingly sophisticated virtual worlds, avatars move and respond in more realistic ways.
Improved graphics cards in computers also allow students to infer more meaning through these
conversations.
ANALYSIS
After going through a series of surveys with my players and various research done
through the technology I have come to a series of conclusions. The Virtual Reality training
demonstrates faster and more accurate learning compared to traditional study methods. The
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research that I have found through STRIVR was thorough. They engaged 711 learners to
participate in the evaluation. Most learners had little to no experience pitching a baseball.
Learners in the research effort were randomly assigned to one of two learning conditions: (1)
STRIVR VR training or a (2) Traditional Study training method. In both types of training the
goal was the same: successfully learn a baseball concept whereby the actions of a defender
indicate what the learner should do. After training, learners in both conditions involved in a VR
assessment to measure the effectiveness of their particular training. The most notable difference
was the substantial advantage in reaction time that STRIVR trained learners exhibited as
compared to their Traditional Study trained group (Casale, 2017) The figure below displays the
mean reaction time for each Training Condition. Across both questions, the STRIVR group
demonstrated an advantage for reaction times, with STRIVR trained learners responding with a
mean reaction time of 3.01 seconds versus a mean reaction time of 3.77 seconds for those in the
The other analysis and research that I gathered was an in-home survey that I had my pitchers
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complete for me. The survey that was given to the pitchers consisted of a series of questions that
related to the way that they preferred to learn and be coached. The whole survey was based off of
finding the results of the best way to Coach the players so they can perform better on the field.
Of the 13 pitchers that were surveyed 10 of the 13 said they wanted to learn kinesthetically. They
wanted more walk through and feeling lessons then actual auditory teaching. The second thing
that I analyzed from the data is the fact that all 13 of the Quarterbacks feel as though the Virtual
Reality training is a great supplement to the other video learning and an aspect that they need to
utilize more often. I also tested them on the fact that they are learning the hitters better. I made a
line up of 9 players they would run a simulation of for just three pitches each. The results of that
were very interesting 9-13 got more than 6 players spot on when I questioned them about that.
That alone is getting us that much more prepared then we have been in the past.
Improved
enjoyed it hated it
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6 or more hitters
Sucessful Failed
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FINDINGS
After the series of research and work I have come to a series of conclusions. The use of
Virtual Reality is a supplement that Coaches around the country can use and utilize. Virtual
Reality can be a tool that helps players prepare for the game and will help eliminate mistakes
made on the field and will in turn help their performance on the field. This is no doubt an
expense that I would recommend all serious baseball programs look at paying in order to try and
gain a competitive advantage over other schools that they are competing against. The one thing I
will add is with COVID19 I had to change my plan of action and with our season getting
canceled, I didn’t get all of the data I would love to have. I did all I could and I still think this is
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REFERENCES
Burns, M. J. (2017, April 27). Data From STRIVR Labs Baseball Training Study Suggests VR
https://www.sporttechie.com/data-strivr-labs-baseball-training-study-suggests-vr-leads-
faster-reaction-times/
Casale, M. (2017). STRIVR Training Demonstrates Faster and More Accurate Learning
http://strivr.com/wp-content/uploads/2017/04/STRIVR-tech-Report_final_long.pdf
http://www.ascilite.org/conferences/auckland09/procs/henderson.pdfhttp://www.ascilite.o
rg/conferences/auckland09/procs/henderson.pdf
Huang, H. (2015, June 24). LNM. Retrieved April 26, 2018, from
http://newmediaresearch.educ.monash.edu.au/lnm/second-language-acquisition-in-
virtual-worlds/
Phillips, M. (2017, January 10). How virtual reality technology is changing the way students
technology-is-changing-the-way-students-learn-63271
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