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  • 學位論文

互動式體感遊戲對桌球技能學習效果之研究

The study concerning the effect of learning table tennis skills by adopting interaction games

指導教授 : 黃慶祥

摘要


本研究旨在探討 Wii 互動式體感遊戲對國中生學習桌球技能效果的影響,以發掘電腦科技對未來體育教學與運動訓練所能發揮的潛力,並與傳統桌球練習方式進行比較。研究對象係以台南市立民德國民中學的 15 對雙胞胎學生隨機分成控制組與 Wii 組,另有 15 位一般學生為傳統組。 Wii 組進行六週,每週三次,每次 30 分鐘的 Wii 互動式體感桌球技能練習;傳統組進行六週,每週三次,每次 30 分鐘傳統桌球技能練習,控制組則不進行任何練習,實驗前後三組皆進行桌球技能之正手發球、正手攻球、反手推擋的技能測試。所得數據以 SPSS for Windows 17.0 中文版本之統計軟體進行相關資料統計分析,統計顯著水準 α < .05。經實驗結果顯示 Wii 組與傳統組在正手發球、正手攻球、反手推擋三項桌球技能皆達顯著水準,顯示 Wii 互動式體感桌球練習和傳統桌球練習方式,同時具有提昇國中學生學習桌球技能的效果。

並列摘要


Purpose: The aim of the study is to discuss how junior high school students’ learning table tennis skills were influenced by adopting the Wii motion sensing games. The learning effect was compared with conventional counterparts. Method: Participants in the study were randomly selected from 15 twins in Min-De junior high school of Tainan City. They were categoried into two groups, control group (CG) and Wii group (WG). Another 15 participants selected were conventionally taught as conventional group (COG). The participants in the WG practiced table tennis skills by adopting Wii motion sensing games for six weeks, 30 minutes once, and thrice a week. The participants in the COG also conventionally practiced the table tennis skills for six weeks, 30 minutes once, and three thrice a week. The participants in the CG practiced no more. Before-and-after experimenting, three groups needed to take the tests including the forehand service, the forehand attack, and backhand block. Data Processing: The study was analyzed statistically through SPSS for Windows 17.0 (Chinese version), which the statistical results were significant (α < .05). Results: WG and COG were significant through the experiment in terms of the forehand service, the forehand attack, and backhand block. Conclusion: The study displayed that learning table tennis skills are effective by adopting both motion sensing games and the conventional practices.

參考文獻


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