Innovation in metaverse virtual reality technology and gamification physical education learning styles on students' motor skills

The study integrates information technology into physical education teaching. It used a mixed-method with a quasi-experimental method. The study was conducted on 30 students at Elementary School Jeruk 1 Surabaya. Since the participants came from three different class groups previously, different teaching methodologies were employed for each group: the teaching style was given to the control group, and in experiment 1, the treatment with physical education teaching style and gamification provided. The experiment 2 group was treated using virtual reality. The results of the research showed that virtual reality and exergames provide a relaxed and enjoyable learning environment. However, the study indicates that a well-structured 6-week virtual reality program can significantly improve motor coordination, coordination, and reaction time results for students of Elementary School Jeruk 1 Surabaya. Data from the 7 m single-legged run test had a T result of (p < .012), the 9 m two-way run test showed VR+G results (p < .001), the lateral jumps test had a G result (p < .004), the left-hand handgrip test had a G result of (p < .003), the plate-tapping test had a G result of (p < .003), and the flamingo test had a G result of (p < .01). Gamification is highly favoured by elementary school students compared to the PTS group.

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Publication Details

Journal
Journal of Human Sport and Exercise
Published
2025-03-04
DOI
https://doi.org/10.55860/pd3pdm39
Citations
1
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
3.25
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article

Innovation in metaverse virtual reality technology and gamification physical education learning styles on students' motor skills

Angga Indra Kusuma, I Gede Dharma Utamayasa, Luh Putu Tuti Ariani
1 citations
Journal of Human Sport and Exercise
Education and Learning Interventions
3.25
article

Innovation in metaverse virtual reality technology and gamification physical education learning styles on students' motor skills

Angga Indra Kusuma, I Gede Dharma Utamayasa, Luh Putu Tuti Ariani
article en
1 citations

Abstract

The study integrates information technology into physical education teaching. It used a mixed-method with a quasi-experimental method. The study was conducted on 30 students at Elementary School Jeruk 1 Surabaya. Since the participants came from three different class groups previously, different teaching methodologies were employed for each group: the teaching style was given to the control group, and in experiment 1, the treatment with physical education teaching style and gamification provided. The experiment 2 group was treated using virtual reality. The results of the research showed that virtual reality and exergames provide a relaxed and enjoyable learning environment. However, the study indicates that a well-structured 6-week virtual reality program can significantly improve motor coordination, coordination, and reaction time results for students of Elementary School Jeruk 1 Surabaya. Data from the 7 m single-legged run test had a T result of (p < .012), the 9 m two-way run test showed VR+G results (p < .001), the lateral jumps test had a G result (p < .004), the left-hand handgrip test had a G result of (p < .003), the plate-tapping test had a G result of (p < .003), and the flamingo test had a G result of (p < .01). Gamification is highly favoured by elementary school students compared to the PTS group.

Journal of Human Sport and ExerciseVol. 20(2)
Universitas PGRI Semarang (ID), Adana Science and Technology University (TR)
Openalex Percentile: Top 11%
Education and Learning Interventions
3.25
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Innovation in metaverse virtual reality technology and gamification physical education learning styles on students' motor skills — Angga Indra Kusuma, I Gede Dharma Utamayasa, et al. · Journal of Human Sport and Exercise (2025) | TGRS Research Map | TGRS