目的:本研究之目的為探討傳統體育教學、2D影像教學及VR影像教學,在正手下旋拉球與反拍下旋切球的學習成效。方法:隨機選取三班興趣選項必修的桌球課程班級,並將其隨機分派為傳統教學組、2D影像教學組及VR影像教學組,進行為期18週的實驗操弄。所得成績以IBM SPSS 20 for Windows版之統計程式,進行二因子混合設計變異數分析,考驗不同教學方法在不同測驗時期間的技能學習效果的差異。本研究之顯著水準定為α=.05。結果:在不同測驗時期三組後測成績皆顯著優於前測。不同教學方法在正手下旋拉球後測及反拍下旋切球後測,VR影像教學組皆顯著優於2D影像教學組與傳統教學組,2D影像教學組顯著優於傳統教學組。結論:學習複雜性較高的正手下旋拉球及反拍下旋切球技術,透過VR影像教學能夠有較佳的技能學習效果,而提供2D影像教學方法亦優於傳統教學方法。
Purpose: The study aims to explore the learning performance of forehand spin against cut defence and backhand cut in traditional physical education, 2D image teaching and VR image teaching. Method: Three sophomore classes of students, who were required to take table tennis course were randomly chosen and divided into three groups, traditional teaching, 2D image teaching and VR image teaching. The whole experiment lasted for 18 weeks in total. The result was analyzed by Two-way Mixed Design ANOVA by the statistical system of IBM SPSS 20 for Windows. It tested the difference of technique learning performance by different teaching methods in different time. The significant level of this study is set to beα = .05. Result: All the three post-test results in different time are better than pre-test results. In additon, for the post-tests of forehand spin against cut defence and backhand cut by different teaching methods, the performance of VR image teaching group is much better than 2D image teaching group and traditional teaching group; 2D image teaching group is much better than traditional teaching group. Conclusion: In terms of the highly complicated forehand spin against cut defence and backhand cut, VR image teaching can help learners perform better on technique-learning. Also, digital teaching method is better than traditional teaching method.