Log in

Virtual reality technologies to provide performance feedback for motor and imagery training

  • Published:
Education and Information Technologies Aims and scope Submit manuscript

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.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Subscribe and save

Springer+ Basic
EUR 32.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or Ebook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Price includes VAT (France)

Instant access to the full article PDF.

Similar content being viewed by others

Data availability

All data generated or analysed during this study are included in this published article.

References

Download references

Funding

The research received no funding.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Chunxia Xu.

Ethics declarations

Conflict of interest

Authors declare that they have no conflict of interest.

Additional information

Publisher’s Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

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

Download citation

  • Received:

  • Accepted:

  • Published:

  • DOI: https://doi.org/10.1007/s10639-024-12791-z

Keywords

Navigation