Abstract
The key research objective is to explore the key functions of virtual reality technology used by educators to improve motor and imagery training in athletes. The sample was 160 students from Shandong Sport University. The main tools used by the scholars were the Athlete Introductory Movement Screen (AIMS) and The Sport Imagery Ability Questionnaire (SIAQ). Assessing the motor skills of the control and intervention groups, the research revealed significant improvements in the four physical activity subscales of the AIMS. The intervention group that used VR technology received better results: an increase of 5.25 in overhead squats exercises, 8.85 in lunges, 6.80 in chest stretches with hands and 5.40 in push-ups compared to a lower increase in the control group by 2.70, 5.80, 4.30 and 2.85, respectively, in the same exercises. Similarly, for imagery skills assessed using the SIAQ subscales, the intervention group had significantly higher results than the control group. While the control group showed a significant increase in only two subscales. The intervention group achieved a significant increase in all five subscales. These trends were identified and supported by intergroup comparisons. The intervention group demonstrated higher scores on all parameters for imagery and motor skills. The analysis of the motor and imagination skills in training athletes using virtual reality allows the research to discuss the virtual reality benefits as a mobile training tool. These results create new possibilities for virtual reality in sports training and physical therapy, demonstrating its broad area of application and benefits.
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Shi, L., Xu, C. Virtual reality technologies to provide performance feedback for motor and imagery training. Educ Inf Technol (2024). https://doi.org/10.1007/s10639-024-12791-z
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DOI: https://doi.org/10.1007/s10639-024-12791-z