VIRTUAL AND AUTHENTIC TENNIS: SIMILARITIES AND DIFFERENCES OF THREE COMMON TENNIS STROKES PERFORMED BY COLLEGIATE PLAYERS

Seth E. Jenny, Kristy M. Noble, David P Schary, Shelley D. Hamill
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Abstract

The purpose of this study was to compare the similarities and differences of three common tennis strokes (i.e., forehand, backhand, and serve) performed by National Collegiate Athletic Association Division I tennis players in an authentic and motion-based video game (MBVG) environment. Moreover, through qualitative focus groups, the perceived effectiveness of using MBVGs as a pedagogical tool was also examined. Video and statistical analyses revealed several positives and negatives of utilizing MBVGs when teaching sports skills, particularly in reference to beginner and experienced tennis athletes. Implications of these findings for physical educators, sport coaches, and sport video game developers are discussed.
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虚拟与真实网球:大学生网球运动员常用的三种击球方式的异同
本研究的目的是比较美国大学体育协会(National Collegiate Athletic Association) I级网球运动员在真实的基于动作的电子游戏(MBVG)环境中三种常见网球击球(即正手、反手和发球)的异同。此外,通过定性焦点小组,还检查了使用mbvg作为教学工具的感知有效性。视频和统计分析揭示了在教授运动技能时使用mbvg的几个优点和缺点,特别是针对初学者和有经验的网球运动员。这些发现对体育教育者、运动教练和运动视频游戏开发者的意义进行了讨论。
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