虚拟和“现实”攀岩:运动运动比较和电子游戏教学观念

Seth E. Jenny, David P Schary
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引用次数: 10

摘要

本研究的目的是检验基于动作的电子游戏(mbvg)与“现实生活”攀岩的异同,并确定在试图教某人如何真正地攀岩时,使用mbvg的感知有用性。一种混合方法的多阶段干预,分为两个随机分组:首先是攀岩/攀岩(WF);n = 12)和mbvg (GF;n = 12)使用Xbox One的Kinect Sports Rivals Rock攀岩游戏。所有参与者之前都没有攀岩经验。结果表明,被试感知的MBVGs攀岩和真实攀岩在攀岩战术/策略和手臂动作方面相似,但在努力、腿部、手指/握力和跳跃动作方面存在差异。此外,mbvg和“现实生活”攀岩经历对参与者对攀岩所需的运动技能和战术/策略的感知理解有显著差异。总之,mbvg可以作为一种教学工具来教授攀岩策略,特别是对初学者或有特殊需求的人,但由于与真实攀岩相比,感知到的努力和下肢运动的差异,必须注意。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual and “real-life” wall/rock climbing: motor movement comparisons and video gaming pedagogical perceptions
Abstract The purpose of this study was to examine similarites and differences between motion-based video games (MBVGs) and “real-life” wall/rock climbing and determine the perceived usefulness of utilizing MBVGs when trying to teach someone how to authentically wall/rock climb. A mixed-methods multi-phase intervention with two randomized groups – wall/rock climbing first (WF; n = 12) and MBVGs first (GF; n = 12) utilizing Xbox One’s Kinect Sports Rivals Rock Climbing – was used. All participants had no prior climbing experience. Results indicated the participants perceived MBVGs and authentic wall/rock climbing were similar concerning climbing tactics/strategies and arm movements, but were different regarding effort and leg, finger/grip, and jumping movements. Moreover, both the MBVGs and “real-life” wall/rock climbing experiences were needed for a significant difference in the participants’ perceived understanding of both the necessary motor skills and tactics/strategies needed to wall/rock climb. In sum, MBVGs may be used as a pedagogical tool to teach strategies of wall/rock climbing, particularly with beginners or those with special needs, but caution must be heeded due to perceived effort and lower extremity movement differences compared to authentic climbing.
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