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Khaleel Asyraaf Mat Sanusi; Deniz Iren; Nardie Fanchamps; Mai Geisen; Roland Klemke – Educational Technology Research and Development, 2025
Psychomotor skill training has traditionally relied on the physical presence of both teacher and learner for effective demonstrations and feedback, posing challenges for remote and self-directed learning. Technological advancements have given rise to immersive learning environments (ILEs), offering novel solutions for interactive and multimodal…
Descriptors: Psychomotor Skills, Skill Development, Computer Simulation, Electronic Learning
Weise, Michael A.; Vicente, Joshua A.; Ponce de Leon, Belle P.; Savola, Makena; Hernandez, Kimberly; Flanagan, Sean P.; Hinkel-Lipsker, Jacob W. – Journal of Motor Learning and Development, 2023
Action observation, where a learner observes a model demonstrating a skill, has long been established in the literature as an effective means to acquire motor skills. Developments in virtual reality technology have made it possible for a 3D action observation viewing perspective, theoretically providing a viewing experience similar to observing a…
Descriptors: Computer Simulation, Observation, Psychomotor Skills, Skill Development
Fears, Nicholas E.; Templin, Tylan N.; Sherrod, Gabriela M.; Bugnariu, Nicoleta L.; Patterson, Rita M.; Miller, Haylie L. – Journal of Autism and Developmental Disorders, 2023
Autistic children have differences in their movements which impact their functional performance. Virtual-reality enables researchers to study movement in safe, engaging environments. We used motion-capture to measure how 7-13-year-old autistic and neurotypical children make whole-body movements in a virtual-reality task. Although children in both…
Descriptors: Autism Spectrum Disorders, Children, Early Adolescents, Human Body
Farzaneh Sheikhzadeh; Rasool Abedanzadeh; Eliot Hazeltine – Journal of Computer Assisted Learning, 2025
Background: Today, active video games, in which players' own body movements are used to control the avatar, can be used to teach students motor skills by providing concurrent feedback. The purpose of this study is to investigate the effectiveness of concurrent and delayed feedback on basketball free throw learning. Methods: Thirty female students…
Descriptors: Team Sports, Student Athletes, Females, Athletics
Yücel Makaraci; Kazim Nas; Kerem Gündüz; Abdullah Uysal; Samuel T. Orange; Juan D. Ruiz-Cárdenas – Measurement in Physical Education and Exercise Science, 2024
The aim was to determine the validity and test-retest reliability of the Sit to Stand App variables (rising time, vertical velocity, and power) for measuring single-leg sit-to-stand (STS) test compared to those derived from ground reaction force data. Twenty-seven female athletes performed the single-leg STS test over three consecutive sessions…
Descriptors: Computer Simulation, Measurement Techniques, Athletics, Physical Fitness
Nadine Koch; Johannes Lohmann; Martin V. Butz; Hans-Christoph Nuerk – Journal of Numerical Cognition, 2024
Magnitude information, for instance, regarding weight, distance, or velocity, is crucial for planning goal-directed interactions. Accordingly, magnitude information, including numerical magnitude, can affect actions: Responses to small numbers are faster with the left hand than the right and vice versa (hand-based SNARC effect). Previous…
Descriptors: Spatial Ability, Numbers, Number Concepts, Task Analysis
Alvaro M. Lozano-Tarazona; Diego Mauricio Rivera Pinzón – Interactive Learning Environments, 2024
This study is related to the transfer of the header motor skill in soccer from a virtual reality (VR) sport's training to the real world. A total of 61 children (37 females) between 9 and 11 years of age were distributed into three groups: a control group without training; a second group that was trained in an original VR environment developed by…
Descriptors: Team Sports, Psychomotor Skills, Skill Development, Computer Simulation
Grosprêtre, Sidney; Marcel-Millet, Philémon; Eon, Pauline; Wollesen, Bettina – Cognitive Science, 2023
Virtual reality (VR) is the computer simulation of a three-dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR…
Descriptors: Computer Simulation, Video Games, Exercise, Program Effectiveness
Lei, Xuehui; Mou, Weimin – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2022
This study investigated to what extent people can develop global spatial representations of a multiroom environment through one-shot physical walking between rooms. In Experiment 1, the participants learned objects' locations in one room of an immersive virtual environment. They were blindfolded and led to walk to a testing position either within…
Descriptors: Memory, Spatial Ability, Computer Simulation, Simulated Environment
Markwell, Logan T.; Velten, Joei R.; Partridge, Julie A.; Porter, Jared M. – Journal of Motor Learning and Development, 2023
Previous research has shown practice within an immersive virtual reality (VR) environment improves performance in a physical environment. Increased user motivation is one possible advantage of practicing in VR. One recent study showed that an enriched gaming environment led to higher levels of engagement, resulting in a direct learning benefit.…
Descriptors: Computer Simulation, Transfer of Training, Learner Engagement, Psychomotor Skills
Eunbyul Yang; Sanghoon Park; Jeeheon Ryu – British Journal of Educational Technology, 2024
This study aimed to examine how the levels of physical fidelity of controllers (high, mid and low) and task repetitions (four trials) influence undergraduate students' perceived task load and performance in an immersive virtual reality (VR)-based simulation. The simulation was developed using the Unity 3D engine. VR controllers were developed to…
Descriptors: Undergraduate Students, Computer Simulation, Technology Uses in Education, Fidelity
Lee, Jihyun; Gutierrez, Julissa – Journal of Physical Education, Recreation & Dance, 2023
This article introduces the rationale behind utilizing computer-assisted gamification for the development of movement skills for children with ASD. This article also provides a brief review of several studies that have utilized computer-assisted gamification approaches in motor skill interventions, in order to show the applications and…
Descriptors: Gamification, Psychomotor Skills, Children, Autism Spectrum Disorders
Miriam Mulders; Josef Buchner; Michael Kerres – Technology, Knowledge and Learning, 2024
Previous studies on Virtual Reality (VR)-enriched learning pointed out the advantages of immersive learning for the development of competencies. In the context of vocational education in vehicle painting, training opportunities are severely limited for many reasons. VR can be utilized to develop a comprehensive learning environment with authentic…
Descriptors: Vocational Education, Computer Simulation, Teaching Methods, Motor Vehicles
Gercek, Nejla; Tatar, Yasar; Uzun, Selda – International Journal of Developmental Disabilities, 2022
Aim: Sport activities can increase the number of motor tasks performed by children with disabilities, helping to motivate these children to sustain life-long exercise. The aim of this study was to investigate the effects of virtual and traditional golf training on balance, muscle strength, lower extremity flexibility and aerobic endurance in…
Descriptors: Athletics, Exercise, Children, Cerebral Palsy
Hannah M. Weiss – ProQuest LLC, 2024
As next-generation space exploration missions require increased autonomy from astronaut crews, real-time diagnostics of astronaut health and performance are essential for mission operations, especially for determining Extravehicular Activity (EVA) readiness. Exposure to microgravity leads to changes in astronaut physiology such as loss of bone…
Descriptors: Computer Simulation, Brain Hemisphere Functions, Sensory Experience, Psychomotor Skills