The Effect of Using VR Box in Learning Effective Shadow Boxing

The main purpose of the current study was to prepare exercises for the use of virtual reality, called (3D recording with 360 degrees) as well as to identify the effect of using virtual reality on learning effective shadow boxing. The researcher used the experimental method for its suitability for t...

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Main Author: Salah Sadoon Sarteep
Format: Article
Language:Arabic
Published: Salahaddin University-Erbil 2022-02-01
Series:Zanco Journal of Humanity Sciences
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Online Access:https://zancojournal.su.edu.krd/index.php/JAHS/article/view/75
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author Salah Sadoon Sarteep
author_facet Salah Sadoon Sarteep
author_sort Salah Sadoon Sarteep
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description The main purpose of the current study was to prepare exercises for the use of virtual reality, called (3D recording with 360 degrees) as well as to identify the effect of using virtual reality on learning effective shadow boxing. The researcher used the experimental method for its suitability for the nature of the study. (20) Undergraduate male students were chosen from the second year of college of physical education and sports science, students at Salahaddin University –Erbil. (n=20, age 19 ± 1.45). The sample was selected using a simple random selection approach, which resulted in ten (10) students from class (D) being assigned to an experimental group that wore virtual reality spectacles. As a control group, there were ten students in class (A). The educational program for the experimental group who wore the (VR) goggles had two instructional units and the same for the control group but with no (VR Box) each week for both groups (experimental and control) for a total of four weeks. The results showed the effectiveness of virtual reality in learning effective shadow boxing; which presence of statistically significant differences between the experimental and control groups in the post-test and in favor of the experimental group.   Reference: • Al Gburi ,I., Ibrahim .(2017) ‘the impact of virtual reality technology on improving cognitive achievement and learning some basic gymnastics skills for  students’ unpublished master thesis. University of Karbala. • Bao,T., Carender, WJ,. Kinnaird ,C., Barone, VJ., Peethambaran, G., Whitney, SL., Kabeto, M. ,Seidler RD., Sienko, KH.(2018) ‘ Effects of long-term balance training with vibrotactile sensory augmentation among community-dwelling healthy older adults: a randomized preliminary study’. J NeuroEng Rehab,15(1):5. • Barry, G., van Schaik, P., MacSween, A.(2016)‘ Exergaming (XBOX Kinect™) versus traditional gym-based exercise for postural control, flow and technology acceptance in healthy adults: a randomised controlled trial’.  BMC Sports Sci Med Rehabilitation , 8, 25 (2016). https://doi.org/10.1186/s13102-016-0050-0 • Bliss, JP., Tidwell, PD., Guest, MA. (1997) ‘The effectiveness of virtual reality for administering spatial navigation training to firefighters’. Presence: Teleoperators & Virtual Environments. 6(1), pp.73–86. • Düking, P., Holmberg ,H-C. and Sperlich, B. (2018) ‘ The Potential Usefulness of Virtual Reality Systems for Athletes: A Short SWOT Analysis’. Physiol. 9:128. doi: 10.3389/fphys.2018.00128. • Eaves, D. L., Breslin, G., & Van Schaik, P. (2011) ‘The short-term effects of real-time virtual reality feedback on motor learning in dance’. Presence: Teleoperators and Virtual Environments, 20(1), 62-77. • Mohamed, A.,Shawky. A., Muhammad, Abdul Hamid seed, M, Amir. (2019)’The effect of using virtual reality glasses on learning some basic skills in volleyball’, Journal of Physical Education and Sports Sciences.Vol 42,( Benha University - Faculty of Physical Education for Boys - Dec.2019 Part (9). • McConville, KMV.,Virk, S.(2012)‘ Evaluation of an electronic video game for improvement of balance’. Virtual Reality. 16(4):315–23. https://doi.org/10.1007/s10055-012-0212-7. • Miles, HC., Pop, SR., Watt, SJ., Lawrence, GP., John, NW. (2012) ‘A review of virtual environments for training in ball sports’. Computer Graph, 36, pp. 714–726. • Riva, G., Wiederhold, BK., Mantovani, F. (2019) ‘ Neuroscience of virtual reality: from virtual exposure to embodied medicine’, Cyberpsychology, Behav Soc Netw, Jan 1; 22(1): 82–96. Published online 2019 Jan 14. doi: 1089/cyber.2017.29099.gri • Sarteep, S., Salah. (2020) ‘The effectiveness of a designed device for measuring and improving choice reaction time among players of physical education and sport Science College’. International Journal of Physical Education, Sports and Health 7(6): 257-260. • Sarteep, S.,Salah.(2021) ‘The Study Of Mental  Imagery  Dimensions  And  Their  Relationship  To Perform DIVE On Floor Exercise  In gymnastics’. Indian Journal Physical Education, Sports and Applied Science,Vol11, NO 1, Jan,pp.19-23. • Seymour,. NE., Gallagher, AG., Roman, SA., O’brien, MK., Bansal, VK., Andersen, DK. (2002)‘Virtual reality training improves operating room performance: Results of a randomized, double-blinded study’. Annals of Surgery. 2002 Oct; 236(4):458-63; discussion 463-4. doi: 10.1097/00000658-200210000-00008. PMID: 12368674; PMCID: PMC1422600. • Stefan ,C., Michalski,.ID., Ancret, S., Dimitrios, S. , Tyler, J., Ross , Mark, B., Tobias, L.( 2019),‘ Getting your game on: Using virtual reality to improve real table tennis skills’.https://doi.org/10.1371/journal.pone.0222351. • Stevens, J. A. (2005) ‘Interference effects demonstrate distinct roles for visual and motor imagery during the mental representation of human action’. Cognition, 95(3), 329-350 • White, A., and Hardy, L. (1995) ‘Use of different imagery perspectives on the learning and performance of different motor skills’, British Journal of Psychology, 86 (Pt. 2), 169-180.
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spelling doaj-art-73cab6b104844d99a13bfe452f2a88ed2025-08-20T03:46:41ZaraSalahaddin University-ErbilZanco Journal of Humanity Sciences2412-396X2022-02-0126110.21271/zjhs.26.1.12The Effect of Using VR Box in Learning Effective Shadow Boxing Salah Sadoon Sarteep 0College of physical education and sport science / Salahalddin University-Erbil The main purpose of the current study was to prepare exercises for the use of virtual reality, called (3D recording with 360 degrees) as well as to identify the effect of using virtual reality on learning effective shadow boxing. The researcher used the experimental method for its suitability for the nature of the study. (20) Undergraduate male students were chosen from the second year of college of physical education and sports science, students at Salahaddin University –Erbil. (n=20, age 19 ± 1.45). The sample was selected using a simple random selection approach, which resulted in ten (10) students from class (D) being assigned to an experimental group that wore virtual reality spectacles. As a control group, there were ten students in class (A). The educational program for the experimental group who wore the (VR) goggles had two instructional units and the same for the control group but with no (VR Box) each week for both groups (experimental and control) for a total of four weeks. The results showed the effectiveness of virtual reality in learning effective shadow boxing; which presence of statistically significant differences between the experimental and control groups in the post-test and in favor of the experimental group.   Reference: • Al Gburi ,I., Ibrahim .(2017) ‘the impact of virtual reality technology on improving cognitive achievement and learning some basic gymnastics skills for  students’ unpublished master thesis. University of Karbala. • Bao,T., Carender, WJ,. Kinnaird ,C., Barone, VJ., Peethambaran, G., Whitney, SL., Kabeto, M. ,Seidler RD., Sienko, KH.(2018) ‘ Effects of long-term balance training with vibrotactile sensory augmentation among community-dwelling healthy older adults: a randomized preliminary study’. J NeuroEng Rehab,15(1):5. • Barry, G., van Schaik, P., MacSween, A.(2016)‘ Exergaming (XBOX Kinect™) versus traditional gym-based exercise for postural control, flow and technology acceptance in healthy adults: a randomised controlled trial’.  BMC Sports Sci Med Rehabilitation , 8, 25 (2016). https://doi.org/10.1186/s13102-016-0050-0 • Bliss, JP., Tidwell, PD., Guest, MA. (1997) ‘The effectiveness of virtual reality for administering spatial navigation training to firefighters’. Presence: Teleoperators & Virtual Environments. 6(1), pp.73–86. • Düking, P., Holmberg ,H-C. and Sperlich, B. (2018) ‘ The Potential Usefulness of Virtual Reality Systems for Athletes: A Short SWOT Analysis’. Physiol. 9:128. doi: 10.3389/fphys.2018.00128. • Eaves, D. L., Breslin, G., & Van Schaik, P. (2011) ‘The short-term effects of real-time virtual reality feedback on motor learning in dance’. Presence: Teleoperators and Virtual Environments, 20(1), 62-77. • Mohamed, A.,Shawky. A., Muhammad, Abdul Hamid seed, M, Amir. (2019)’The effect of using virtual reality glasses on learning some basic skills in volleyball’, Journal of Physical Education and Sports Sciences.Vol 42,( Benha University - Faculty of Physical Education for Boys - Dec.2019 Part (9). • McConville, KMV.,Virk, S.(2012)‘ Evaluation of an electronic video game for improvement of balance’. Virtual Reality. 16(4):315–23. https://doi.org/10.1007/s10055-012-0212-7. • Miles, HC., Pop, SR., Watt, SJ., Lawrence, GP., John, NW. (2012) ‘A review of virtual environments for training in ball sports’. Computer Graph, 36, pp. 714–726. • Riva, G., Wiederhold, BK., Mantovani, F. (2019) ‘ Neuroscience of virtual reality: from virtual exposure to embodied medicine’, Cyberpsychology, Behav Soc Netw, Jan 1; 22(1): 82–96. Published online 2019 Jan 14. doi: 1089/cyber.2017.29099.gri • Sarteep, S., Salah. (2020) ‘The effectiveness of a designed device for measuring and improving choice reaction time among players of physical education and sport Science College’. International Journal of Physical Education, Sports and Health 7(6): 257-260. • Sarteep, S.,Salah.(2021) ‘The Study Of Mental  Imagery  Dimensions  And  Their  Relationship  To Perform DIVE On Floor Exercise  In gymnastics’. Indian Journal Physical Education, Sports and Applied Science,Vol11, NO 1, Jan,pp.19-23. • Seymour,. NE., Gallagher, AG., Roman, SA., O’brien, MK., Bansal, VK., Andersen, DK. (2002)‘Virtual reality training improves operating room performance: Results of a randomized, double-blinded study’. Annals of Surgery. 2002 Oct; 236(4):458-63; discussion 463-4. doi: 10.1097/00000658-200210000-00008. PMID: 12368674; PMCID: PMC1422600. • Stefan ,C., Michalski,.ID., Ancret, S., Dimitrios, S. , Tyler, J., Ross , Mark, B., Tobias, L.( 2019),‘ Getting your game on: Using virtual reality to improve real table tennis skills’.https://doi.org/10.1371/journal.pone.0222351. • Stevens, J. A. (2005) ‘Interference effects demonstrate distinct roles for visual and motor imagery during the mental representation of human action’. Cognition, 95(3), 329-350 • White, A., and Hardy, L. (1995) ‘Use of different imagery perspectives on the learning and performance of different motor skills’, British Journal of Psychology, 86 (Pt. 2), 169-180. https://zancojournal.su.edu.krd/index.php/JAHS/article/view/75virtual realityshadow boxingmotor learning
spellingShingle Salah Sadoon Sarteep
The Effect of Using VR Box in Learning Effective Shadow Boxing
Zanco Journal of Humanity Sciences
virtual reality
shadow boxing
motor learning
title The Effect of Using VR Box in Learning Effective Shadow Boxing
title_full The Effect of Using VR Box in Learning Effective Shadow Boxing
title_fullStr The Effect of Using VR Box in Learning Effective Shadow Boxing
title_full_unstemmed The Effect of Using VR Box in Learning Effective Shadow Boxing
title_short The Effect of Using VR Box in Learning Effective Shadow Boxing
title_sort effect of using vr box in learning effective shadow boxing
topic virtual reality
shadow boxing
motor learning
url https://zancojournal.su.edu.krd/index.php/JAHS/article/view/75
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