Comparative Effect of Virtual Reality-Based Sports Training and Conventional Training on Motor Skill Development

ABSTRACT Motor skill development is a fundamental component of sports performance and physical education, influencing coordination, balance, agility, and movement efficiency. Recent advances in Virtual Reality (VR) technology have introduced immersive and interactive training environments that may enhance motor learning more effectively than conventional training methods. This study aims to compare the effectiveness of Virtual Reality-based sports training and conventional sports training on motor skill development among students. A true experimental pre-test–post-test control group design was employed with 60 participants randomly assigned to either a VR training group or a conventional training group. Both groups participated in an eight-week training program, with motor skills assessed before and after the intervention using standardized motor skill tests. Data were analysed using descriptive statistics, paired t-tests, independent t-tests, and effect size measures. It is hypothesized that participants receiving VR-based training will demonstrate significantly greater improvements in coordination, balance, agility, reaction time, and overall motor performance than those receiving conventional training. The findings are expected to provide empirical evidence supporting the integration of VR technology into physical education and sports training programs, contributing to innovative teaching practices and improved athletic performance (Howard, 2017; Lohse et al., 2014; Slater & Sanchez-Vives, 2016).

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Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-08-20
DOI
https://doi.org/10.5281/zenodo.22027547
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Comparative Effect of Virtual Reality-Based Sports Training and Conventional Training on Motor Skill Development

Ashish Tomar
Zenodo (CERN European Organization for Nuclear Research)
Virtual Reality Applications and Impacts
article

Comparative Effect of Virtual Reality-Based Sports Training and Conventional Training on Motor Skill Development

Ashish Tomar
article en

Abstract

ABSTRACT Motor skill development is a fundamental component of sports performance and physical education, influencing coordination, balance, agility, and movement efficiency. Recent advances in Virtual Reality (VR) technology have introduced immersive and interactive training environments that may enhance motor learning more effectively than conventional training methods. This study aims to compare the effectiveness of Virtual Reality-based sports training and conventional sports training on motor skill development among students. A true experimental pre-test–post-test control group design was employed with 60 participants randomly assigned to either a VR training group or a conventional training group. Both groups participated in an eight-week training program, with motor skills assessed before and after the intervention using standardized motor skill tests. Data were analysed using descriptive statistics, paired t-tests, independent t-tests, and effect size measures. It is hypothesized that participants receiving VR-based training will demonstrate significantly greater improvements in coordination, balance, agility, reaction time, and overall motor performance than those receiving conventional training. The findings are expected to provide empirical evidence supporting the integration of VR technology into physical education and sports training programs, contributing to innovative teaching practices and improved athletic performance (Howard, 2017; Lohse et al., 2014; Slater & Sanchez-Vives, 2016).

Zenodo (CERN European Organization for Nuclear Research)
Mother Hospital (IN)
Quality Education
Openalex Percentile: Top 7%
Virtual Reality Applications and Impacts
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Comparative Effect of Virtual Reality-Based Sports Training and Conventional Training on Motor Skill Development — Ashish Tomar · Zenodo (CERN European Organization for Nuclear Research) (2026) | TGRS Research Map | TGRS