Immersive Technologies in Physical Education in Malaysia for Students with Learning Disabilities

Q3 Social Sciences IAFOR Journal of Education Pub Date : 2022-08-27 DOI:10.22492/ije.10.2.05
N. A. M. Mokmin, Nurul Nabilah Izzati Binti Ridzuan
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引用次数: 2

Abstract

Physical education (PE) is a compulsory subject in schools that is vital to ensure students stay healthy and fit. It is widely agreed that everyone should have access to education, regardless of physical limitations. However, there is an ongoing debate on how PE has been taught and used to benefit students with learning disabilities (SLD). SLDs may feel excluded from PE due to lack of support systems, low motivation, and unsuitable learning materials. This paper discusses the development of an app that applies immersive technologies to make PE accessible to SLDs. Virtual reality and augmented reality are immersive technologies in which the user can view virtual media to understand objects in the real world. With these technologies, students can freely control their learning progress and choose the content critical to them based on their circumstances, enabling instruction based on their ability. Optimal Motor Learning Theory and Cognitive Theory of Multimedia Learning (CTML) were used to develop the app. The first phase of this two-stage research process involved creating a VR app and getting feedback from the students who used it. Interviews of students who used the VR trainer and secondary data were used to inform the development of an AR book. The authors found that by combining suitable immersive technologies with motor learning theory and multimedia learning principles, appropriate learning material could be created that facilitates the PE learning process.
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马来西亚学习障碍学生体育教育中的沉浸式技术
体育是学校的必修课,对确保学生保持健康至关重要。人们普遍认为,每个人都应该有机会接受教育,而不受身体限制。然而,关于体育如何被教授和用于帮助有学习障碍的学生(SLD),目前仍存在争论。SLD可能会因为缺乏支持系统、动机低和学习材料不合适而感到被排除在体育之外。本文讨论了一款应用程序的开发,该应用程序应用沉浸式技术使SLD可以访问PE。虚拟现实和增强现实是一种身临其境的技术,用户可以在其中查看虚拟媒体以了解现实世界中的对象。有了这些技术,学生可以自由控制自己的学习进度,并根据自己的情况选择对自己至关重要的内容,从而能够根据自己的能力进行教学。运用最佳运动学习理论和多媒体学习认知理论(CTML)开发了该应用程序。这一分两个阶段的研究过程的第一阶段包括创建一个VR应用程序,并从使用该应用程序的学生那里获得反馈。对使用VR培训器的学生的采访和二次数据被用来为AR书籍的开发提供信息。作者发现,通过将合适的沉浸式技术与运动学习理论和多媒体学习原理相结合,可以创建合适的学习材料,促进体育学习过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IAFOR Journal of Education
IAFOR Journal of Education Social Sciences-Education
CiteScore
2.70
自引率
0.00%
发文量
18
审稿时长
4 weeks
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