A Learning Platform Based on Selected Metaverse Applications and Its Impact on Learning the Forehand Push in Table Tennis

The study aims to design a learning platform based on selected Metaverse applications and to investigate its impact on learning the forehand push in table tennis among fourth-year male students enrolled in the elective I course (Table Tennis). The researchers employed the experimental method, as it is suitable for the nature of this study, using a one-group pretest–posttest experimental design. The research population consisted of fourth-year male students enrolled in the elective I course (Table Tennis) at the Faculty of Physical Education, Sadat City University, during the second semester of the 2024/2025 academic year. The total research sample (basic and pilot) was selected randomly, with the main sample comprising (25) students.The researchers attribute this result to the well-structured and systematically planned educational program using Metaverse technology, which was implemented in a scientifically appropriate manner for the age group under study. By employing the educational platform based on the Metaverse in teaching, learners were able to form vivid images of the motor skills through viewing 3D models and virtual reality technology. This provided clarity of all stages and components of the motor skills in an engaging and interactive way, which enhanced students’ learning of the motor skills under investigation.

Authors

Publication Details

Journal
Journal of Theories and Applications of Physical Education Sport Sciences
Published
2025-10-26
DOI
https://doi.org/10.21608/jat.2025.428775.1081
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

A Learning Platform Based on Selected Metaverse Applications and Its Impact on Learning the Forehand Push in Table Tennis

Mohamed saber hanbali mohamed, gosef nagy adeeb, mohamed elshahat
Journal of Theories and Applications of Physical Education Sport Sciences
Virtual Reality Applications and Impacts
article

A Learning Platform Based on Selected Metaverse Applications and Its Impact on Learning the Forehand Push in Table Tennis

Mohamed saber hanbali mohamed, gosef nagy adeeb, mohamed elshahat
article en

Abstract

The study aims to design a learning platform based on selected Metaverse applications and to investigate its impact on learning the forehand push in table tennis among fourth-year male students enrolled in the elective I course (Table Tennis). The researchers employed the experimental method, as it is suitable for the nature of this study, using a one-group pretest–posttest experimental design. The research population consisted of fourth-year male students enrolled in the elective I course (Table Tennis) at the Faculty of Physical Education, Sadat City University, during the second semester of the 2024/2025 academic year. The total research sample (basic and pilot) was selected randomly, with the main sample comprising (25) students.The researchers attribute this result to the well-structured and systematically planned educational program using Metaverse technology, which was implemented in a scientifically appropriate manner for the age group under study. By employing the educational platform based on the Metaverse in teaching, learners were able to form vivid images of the motor skills through viewing 3D models and virtual reality technology. This provided clarity of all stages and components of the motor skills in an engaging and interactive way, which enhanced students’ learning of the motor skills under investigation.

Journal of Theories and Applications of Physical Education Sport SciencesVol. 0(0)
Openalex Percentile: Top 67%
Virtual Reality Applications and Impacts
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