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An Empirical Study on Virtual Reality Assisted Table Tennis Technique

Training
Ying Hao# Tao Liu#
College of physical education College of physical education
Northwest Normal University Northwest Normal University
Lanzhou, China Lanzhou, China
haoying_0204@163.com lt520111@outlook.com
#Co-author #Co-author

Francis Frimpong Xiaodong Wei*


College of physical education College of physical education
Northwest Normal University Northwest Normal University
Lanzhou, China Lanzhou, China
f_frimpong@outlook.com wxd1633@163.com
*Correspondence Author

Abstract-The purpose of this study was to explore the impact however, there is still a single model in teaching table tennis
of applying virtual reality teaching on table tennis teaching in within colleges and universities in China. The teaching
colleges and universities under the guidance of Bloom's method is not new, the content emphasizes more on skills and
educational objective classification theory. The virtual reality less on theory, teaching evaluation is subjective with other
technology was applied through modern educational practice, practical problem, and students’ interest in learning table
and the goal-oriented curriculum design improved students'
cognition degree of theoretical knowledge and skills in table
tennis is easily overlooked leading to declined enthusiasm in
tennis, as it promoted the formation of movement skills. A total participation. In the end, although the quality and effect of
of 60 female college students of non-physical education major teaching expected in a lesson within certain periods are
were the research participants. A randomized controlled trial achieved as required, the students’ emotions and attitudes are
was conducted to evaluate their movement skills before and after obviously deficient in the learning of table tennis skills. In
the experiment in a 4-week intervention from September to virtual teaching, users conduct real-time interaction and
October 2019. The results showed that the students acquired a collaborative learning with people, objects and peers in virtual
deeper mastery of the skills caused by the change in cognitive situations by matching relevant VR devices in the network
degree of the knowledge they have learned. It was evident that environment[3]. Through a variety of sensory devices,
virtual reality assisted table tennis training system was effective
in promoting the formation of table tennis movement skills.
learners can realize the real-time interaction of vision, hearing
and touch, and form the meaning of knowledge construction
Key words: Virtual reality technology; Bloom's educational in the context of information transmission[4] to master
objectives classification theory; Movement skill formation knowledge and skills. Compared with conventional teaching
methods, virtual reality teaching is rich in content and form,
which can effectively stimulate students' learning
I.INTRODUCTION motivation[5], deepen the degree of cognition[6], improve the
teaching effect, and ensure the quality of teaching. Therefore,
Virtual reality (VR) is a high-end human-computer making use of virtual reality technology in school teaching
interaction medium, including real-time simulation and real- improves students' learning effect, establishes a modern
time interaction through various sensory channels such as teaching model based on virtual reality, it provides students
vision, hearing, touch, smell and taste[1]. Since its with more detailed and complete information, and makes
development in the 1980s, virtual reality technology has some students master and apply skills and knowledge while paying
characteristics, such as immersion, interaction and attention to the cultivation of emotional attitude and the
imagination[2], enabling its widely use in computer science, establishment of lifelong sports consciousness simultaneously.
psychology, neuroscience, engineering and other
interdisciplinary fields of technology. With the continuous Psychologists P.M. Fitts and M.I. Posner analyzed the
improvement and development of virtual reality technology, it specific process of movement skills formation from the
is increasingly integrated with people's daily activities, which perspective of cognitive holistic theory, and proposed
not only changes people's cognition of time and space, but movement formation theory[7], which mainly includes three
also brings new opportunities for educational reform. As stages: 1) cognitive phase, 2) associative phase, and 3)
educational reform is a main technical means to improve the automation phase. In the process of forming motor skills, it is
quality of personnel training in our country, there have been considered that the human body first perceives the objective
outstanding achievements in the aspect of talent cultivation, things and makes the overall response. After the initial

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understanding of the movement, it enters the practical II. LITERATURE REVIEW
operation stage. Through the stimulation of the environment,
the movement skills are repeatedly practiced, and finally the
nervous psychology and excess movements are eliminated to A. Research Object
reach the proficient stage. The formation of movement skills This study took the influence of virtual reality technology
is a complex process, and how to quickly and completely applied in teaching college level table tennis as the research
acquire movement skills is key[8]. In the study of cognitive object, and explored the application value of virtual reality
ability in modern cognitive psychology, it is believed that technology in college table tennis teaching by implementing
teachers’ emphasis on the essential characteristics of skills the teaching scheme designed by Bloom's teaching objective
during teaching is linked to students’ ability to break through classification theory. 60 female college students were
key and difficult points to improve their cognitive level randomly selected as the participants for the experiment.
according to teaching contents and students' characteristics. At
the same time, the field of cognitive linguistics proposes that B. Research methods
cognition cannot be separated from the body and is a) Experimental method
personified with the core idea of ‘mind is embodied’
emphasizing that human cognitive activities are based on their Based on the characteristics of table tennis training, a
physiological structure, the process of perceptual movement completely random training experiment was designed, and the
and the interaction between body and environment[9]. training effect of virtual reality technology assisted table
Therefore, with the help of virtual reality technology, students tennis training was verified by experimental results. Sixty
can learn in the virtual environment, which is conducive to female students of non-physical education major in a
enhance students' interest in learning and their cognitive level university were recruited and randomly divided into two
of knowledge. The key point of teaching reform is to improve groups (routine training group, n = 30; virtual reality training
students' cognition of the movement skills they have learned, group, n = 30). The recruitment conditions were good health,
so that students can deeply understand the principles of dominant right hand, no table tennis training experience,
movement techniques, leading to improved teaching and which ensured the smooth progress of the experiment.
learning effects, and improve the teaching condition.
b) System design
This study was aimed at exploring the effect of virtual The VR equipment used in this experiment was HTC vive
reality teaching in teaching table tennis at college level based virtual reality headwear equipment produced by HTC
on Bloom's educational objectives classification theory. company, consisting vive professional head display, virtual
Through the goal-oriented curriculum design to enhance glasses, two lighthouse base station infrared laser emitters and
students' cognitive level of theoretical knowledge and skills of two control handles; the application system selects the virtual
table tennis. Virtual reality technology was used as a means of reality game "Eleven: Table Tennis" developed by For Fun
teaching to improve the learning effect, achieve the training Labs. Virtual table tennis table is located in a 4 x 4 meter
effect and teaching purpose, and cultivate the habit of physical
exercise.

Figure 1. Teaching Scheme

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space constructed by two locator devices. It enables users to strengthen the students' understanding and mastery of
materialize the virtual environment formed by the computer movement skills. According to the learners' own needs, adjust
through virtual glasses, cooperate with the control handle to the difficulty in the exercise model, so that students can
interact with the virtual environment in real time. With the immerse themselves in the movement training with a relaxed
adaptation of the virtual environment and the mastery of table and happy mentality.
tennis movement techniques, users were able to choose the  analyzing stage: in the analysis stage, students are
way suitable for their own learning objectives for training. required to refine the declarative knowledge and procedural
The setting of different parameters made it suitable for the knowledge, seek the differences between them, and explain
training of different learning stages, providing users with the relationship between the part and the whole. Therefore, in
more choices and strengthening the user's sense of experience, the teaching of table tennis, on the basis of mastering the basic
preventing the poor learning effect caused by unclear self- theory and movement skills, the differences between the
orientation. acquired knowledge and the taught knowledge are analyzed to
improve the knowledge structure. Teaching implementation:
C) Teaching plan design while some students practice, the teacher guides the rest of the
Based on Bloom's six stages of cognitive domain of students to watch the real-time interactive screen between
teaching objectives classification theory[10], combined with those practicing and the system, so that students can make
virtual reality technology, this study designed the virtual suggestions and comments and understand their own
reality table tennis curriculum program. The cognitive goals problems and shortcomings. Then, the teacher first.takes
in the teaching theory are remembering, understanding, group discussion to find out the key points to the problem, and
applying, analyzing, evaluating and creating. Remembering then collective teaching is carried out to cultivate the
and understanding are the low-level objectives of learning motivation of learners' table tennis skills.
activities, and evaluation and creation are the high-level Evaluating stage: it refers to the judgment made
objectives. according to a certain standard, including all the examination
Remembering stage: the educational objective of and comments in the cognitive process. The learners express
remembering level refers to the ability of students to obtain the knowledge and skills they have learned through the test
and copy intuitive information, which requires students to method. In this process, the learners combine their own
store the information in their brain in a certain learning setting, understanding and acquisition of movement skills to show the
so as to ensure information reproduction and recognition. learning results purposefully. The teacher tests the students'
Teaching implementation: Firstly, the teacher systematically learning skills in table tennis to achieve the purpose of
explains the composition of the equipment framework (Eleven: feedback, in order to have a deeper understanding of the
Table Tennis VR), the game principle, and operation method. students' mastery of technical movements, enabling further
After preliminary understanding, the students enter the guide the students. Teaching implementation: in this stage, the
learning stage of table tennis skills. According to the lesson learners' table tennis skills have initially entered the
plan, the teacher gradually explains the table tennis grip, automation stage, and the technical movements gradually
serving and serve reception techniques, the movement form the movement stereotype. At this time, the teaching
principles of forehand and backhand attack techniques, and enters the teaching evaluation stage. The teacher tests the two
demonstrates the movements. groups of students according to the test scheme, and evaluates
Understanding stage: as the most basic requirement of the students objectively according to the teaching objectives.
higher education personnel training, the educational objective Creating stage: as the highest level of cognitive goal,
of the understanding level can be realized through traditional creative stage is rational and profound cognitive judgment.
classroom teaching, scientific curriculum design and complete Teachers guide students to self-analyze the skills they have
teaching arrangement. The educational objective of the learned, summarize the acquired skills in the process of
understanding level is the process by which students learning, and can solve some problems promptly in table
continuously understand the essence of the acquired tennis, such as the training of specific skills, the
experiences and knowledge after processing. Teaching implementation of training plans, the cultivation of skills and
implementation: in the learning process, students can explore tactics, and stimulate students' exploratory and creative
the technical movements that are difficult to understand by thinking in the way of self-analysis.
traditional intuitive teaching through virtual presentation, so
as to deepen students' understanding of table tennis technical D) Methods of technique assessment and evaluation
movements and improve their ability of observation and vivid The skill test included forehand hit, backhand block
thinking. Based on the original movement cognition, students movement technique score, forehand hit and backhand block,
can complete the re cognition of the increased information. each accounted for 50% of the movement technique score.
 Applying stage: as the main stage of knowledge The subjects were comprehensively evaluated using both
internalization, students break down and recombine the subjective and objective technique evaluations. The
conceptual knowledge and procedural knowledge learned movement technique evaluation was based on the direct
before class to construct a knowledge system of self-cognition, counting of forehand and backhand rallies, as shown in Table
which is a process of explicit expression of language and 1.
physical behavior characteristics in the new setting. Teaching
implementation: students enter the practice stage by
transforming knowledge into applied skills based on the
teacher's explanation and demonstration. Through observation,
guidance, evaluation and other ways, teachers can correct the
students' problems in the learning process, constantly
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Table 1
Movement Technique Test and Evaluation Standards.

Score Forehand \Backhand Rally

1-3 points 1-5 complete rallies


4-6 points 6-10 complete rallies
7-9 points 11-15 complete rallies
10-12 points 16-20 complete rallies

13-15 points 21-25 complete rallies


Figure 3. Analysis of Skill Evaluation Results for Virtual Reality
Training Group

3.2 Analysis of Skill Evaluation Results for Virtual


III. RESULTS AND ANALYSIS Reality Training Group

With the in-depth integration of virtual simulation


3.1 Analysis of Skill Evaluation Results for Routine
technology and education, an immersive teaching scene was
Training Group created for learners. Students used a variety of hardware
In traditional table tennis course, learners gradually form devices to interact and provided feedback between humans
the imaginary movement through the teacher's teaching and and machines from a first-person perspective to enhance their
movement demonstration. In the specific practice, students learning experience. However, an exact answer is yet to be
take this as the reference target of practice, and repeatedly realized whether or not virtual reality teaching can promote
compare with it in the process of practice, and finally connect the effect of table tennis teaching. In order to explore the
the various parts to realize the preliminary automation of potential value of the virtual reality-assisted training system, a
movement skills. To explore the effect of traditional teaching, paired sample T-test was used to longitudinally compare each
paired sample T-test was used to compare the effect of routine test content in the virtual reality training group.
teaching, as shown in Figure 2.
In terms of skill evaluation results, there were significant
In analyzing of the learning effect of the routine training differences between pre-test and post-test results of the
group, the overall increase of the skill evaluation results of the subjects' forehand and backhand attacks. It verified that the
students in the group after learning the table tennis course for virtual reality system assisted teaching had a positive impact
one semester was relatively large, among which the backhand on the students' movement performance. In the immersive
block index was particularly obvious. It showed that the virtual reality table tennis training, learners used the correct
curriculum design based on Bloom's teaching objectives in the hitting technique in the virtual reality table tennis assisted
learning process was conducive to the formation of students' training system to obtain feedback on the learning effect. At
movement skills, especially in the acquisition of more the same time, it effectively saved time and broke the space-
difficult movement skills, and can effectively promote the time limitation. Therefore, there was significant changes
development of movement skills after repeated practice. between the pre-experimental and post experimental test
results of table tennis skills.

3.3 Post-test Analysis of Skill Evaluation Scores


differences between the Virtual Reality Group and the
Routine Group
In order to explore whether the virtual reality table tennis
assistant system can effectively promote the mastery of table
tennis skills, one-way analysis of variance (ANOVA)
combined with LSD pairwise test was used to horizontally
compare the test content of the learners in the two groups.
Figure2.Analysis of Skill Evaluation Results for
Regular Training Group

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The deep coupling of virtual reality technology and modern
education dealt with the boring feeling in the traditional
mechanical training. The teaching of knowledge paid more
attention to the stimulation of students' interest and the
cultivation of sports literacy, so that students could obtain a
sense of pleasure in the process of sporting activities, it
further stimulated students' interest, and gave students the
psychological tendency to participate in sporting activities and
engage in physical exercises. 3) The teaching model based on
virtual reality system dealt with the limitation of time and
space on the allocation of teaching resources, and enabled
students to interact with the environment in real time during
the learning process. Each sensory system was immersed in
the environment created by the virtual reality system, which
Figure 4. Difference in Skill Evaluation Results improved the cognitive level of knowledge and improved the
learning efficiency. In the future, the teaching model based on
virtual reality will become a new teaching hotspot[11].
As shown in Figure 4, the virtual reality training group
had higher average results in the forehand attack and
backhand attack skill evaluation than the routine training
group, and the data characteristics had significant differences. 4.2 The impact of virtual reality technology on
It was verified that the virtual reality table tennis assisted teaching effect
practice system was superior to the routine training group in From this study, it was confirmed that the application of
terms of skill mastery. The reason may be that the new virtual reality technology can promote the improvement of
technical methods stimulated the interest of learners, leading table tennis movement skills, and effectively improve the
to more complete movement techniques for students to master teaching effect, but there are still limitations in the evaluation.
in a shorter time. Secondly, the virtual reality assisted practice The characteristics of learners can affect the training
system displays movement techniques from any angle effect[12],therefore, the subjects selected in this study had no
according to the student’s wish, further reflecting the central table tennis training experience and were right-hand dominant.
idea of teaching as supplementary learning, so that learners The skill evaluation before the experiment was consistent, but
could form a more complete technical representation before it did not indicate the consistency in other aspects, such as: 1)
learning new content, suitable for the formation of movement whether the participants have a unique solution to the virtual
skills. reality system and have participated in such activities; 2) their
own personality, motivation and cognitive level factor[13].
From the perspective of information processing theory,
IV. DISCUSSION knowledge can be divided into two types (declarative and
procedural)[14],the application of virtual reality technology to
4.1 The impact of virtual reality teaching on learning the study of improving declarative knowledge can help
effect achieve better teaching effect, while the procedural learning
of operational nature such as skill formation has less influence.
In this research, we found that both teaching strategies can
However, the results of this study are different from this point
effectively promote the learning effect of students. Compared
of view. In the table tennis experiment in colleges and
with the routine training group, the virtual reality training
universities, teachers choose teaching forms according to
group had significant differences in the skill evaluation results
teaching objectives, curriculum characteristics, teaching
after the teaching experiment compared with the pretest
facilities, students' characteristics and other factors. The
results. The relationship between virtual reality and the
combination of theory and practice shows the stage and level
improvement of learning effects was positive. At the same
in the teaching process. Students can form a certain memory
time, the virtual teaching environment constructed by the use
and strengthen the application of technical movements to
of virtual equipment was conducive to learners, which
further improve their sports performance. Students' learning in
enhanced their subjective feelings on the basis of stimulating
virtual reality environment is mainly based on perception, and
learning motivation and innovative ability, thereby enhancing
perception is considered as a cognitive task, so knowledge
their cognitive levels of sports participation and improving the
cognition is very important for movement skills in the real
learning effect. The reasons for the results of this study may
world[15]. This research was based on Bloom's educational
be as follows: 1) based on Bloom's classification of cognitive
objective classification and virtual reality technology-based
skills, higher goal orientation in the teaching process
teaching design, which was conducive to deepen students'
stimulated students' learning motivation, and highlighted the
cognitive level in the learning process, and enabled them to
key and difficult points of teaching. At the same time, the
master relatively complete movement techniques, that led to
detailed and quantitative teaching objectives avoided the
improved teaching effect.
randomness and blindness in teaching to a certain extent. 2)

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