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      KCI등재후보

      Sport Video Gaming Verses Direct Instruction: Examining Sport Knowledge and Future Sport Intention

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      https://www.riss.kr/link?id=A108256399

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      다국어 초록 (Multilingual Abstract)

      While video gaming has pervaded society, dearth research exists investigating the ramifications of incorporating sport video gaming into sport-based physical activity courses. The purpose of this study was two-fold: 1) Determine whether direct instruc...

      While video gaming has pervaded society, dearth research exists investigating the ramifications of incorporating sport video gaming into sport-based physical activity courses. The purpose of this study was two-fold: 1) Determine whether direct instruction or video gaming (or a combination of both) is more effective in learning about a new sport; and 2) Examine to what extent does physically playing or playing a sport video game (or a combination of both) impact one’s intention to want to watch or physically play the sport in the future. This study employed a mixed methods pre/mid/post intervention design with two quasi-experimental groups. Participants included two classes of American university students with little prior knowledge of cricket enrolled in a “Global Games” course.
      Data was collected across two semesters with students enrolled in this course. During the first semester of data collection, participants first took a demographics questionnaire and cricket pre-test. This “Video Gaming First” (VGF; n = 17) group then played two 50-minute sessions of the video game Don Bradman Cricket, and then took a cricket mid-test. Next, participants partook in two 50-minute direct instruction physical activity lessons on cricket and then took the cricket post-test. Finally, the group participated in a 50-minute focus group session. The subsequent semester, to account for the order effect, all methods were replicated with the second class, except the two video gaming sessions were preceded by the two direction instruction sessions for this “Direct Instruction First” (DIF; n = 17) group. Results indicated that cricket knowledge significantly increased for the VGF from mid-test to post-test (p < .05, η2 = 0.71), while the pre-test to mid-test did not significantly differ. For the DIF group, there was a significant increase in cricket knowledge from pre-test to mid-test (p < .05, η2 = 0.77), while the mid-test to post-test did not significantly differ. No significant results were found regarding future intention to play or watch cricket. Overall, findings indicated that both groups significantly increased cricket knowledge from direct instruction but not from the cricket video gaming. However, while not statistically significant, the video game sessions did further increase cricket knowledge. Higher education physical activity course instructors may consider using a combination of video games and traditional instruction to teach sports to beginners, but the amount of video gaming equipment available and student training on how to use it should be considered.

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      참고문헌 (Reference)

      1 Jenny, S. E, "Virtual(ly)athletes : Where esports fit within the definition of"sport"" 69 (69): 1-18, 2017

      2 Jenny, S, "Virtual and “real-life” wall/rock climbing: Motor movement comparisons and video gaming pedagogical perceptions" 8 (8): 100-111, 2016

      3 Postell, C, "Trends in collegiate esports: 2021 report"

      4 Human Kinetics, "The sports rules book" Human Kinetics 2009

      5 Jenny, S. E, "The effectiveness of developing motor skills through motion-based video gaming: A review" 48 (48): 722-734, 2017

      6 Charmaz, K, "The SAGE handbook of qualitative research" Sage 359-380, 2011

      7 Visit Oregon, "The Oregon trail game"

      8 Cox, D. G, "Technology in university physical activity courses: A mini-ethnographic case study"

      9 Krause, J. M, "Technology in physical education teacher education : A call to action" 72 (72): 241-259, 2020

      10 Jenny, S. E, "Technology for physical educators, health educators, and coaches:Enhancing instruction, assessment, management, professional development, and advocacy" Human Kinetics 2021

      1 Jenny, S. E, "Virtual(ly)athletes : Where esports fit within the definition of"sport"" 69 (69): 1-18, 2017

      2 Jenny, S, "Virtual and “real-life” wall/rock climbing: Motor movement comparisons and video gaming pedagogical perceptions" 8 (8): 100-111, 2016

      3 Postell, C, "Trends in collegiate esports: 2021 report"

      4 Human Kinetics, "The sports rules book" Human Kinetics 2009

      5 Jenny, S. E, "The effectiveness of developing motor skills through motion-based video gaming: A review" 48 (48): 722-734, 2017

      6 Charmaz, K, "The SAGE handbook of qualitative research" Sage 359-380, 2011

      7 Visit Oregon, "The Oregon trail game"

      8 Cox, D. G, "Technology in university physical activity courses: A mini-ethnographic case study"

      9 Krause, J. M, "Technology in physical education teacher education : A call to action" 72 (72): 241-259, 2020

      10 Jenny, S. E, "Technology for physical educators, health educators, and coaches:Enhancing instruction, assessment, management, professional development, and advocacy" Human Kinetics 2021

      11 EA Sports, "Study finds playing EA Sports Madden NFL creates more passionate & knowledgeable football fans (press release)"

      12 Keselman, H. J, "Statistical practices of educational researchers : An analysis of their ANOVA, MANOVA, ANCOVA analyses" 68 (68): 350-386, 1998

      13 Cohen, J, "Statistical power analysis for the behavioral sciences" Erlbaum 1988

      14 Mullin, B. J, "Sport marketing" Human Kinetics 2014

      15 Jenny, S, "Pre-service teachers’ perceptions of motion-based video gaming in physical education" 9 (9): 96-111, 2013

      16 Harry, B, "Mapping the process : An exemplar of process and challenge in grounded theory analysis" 34 (34): 3-13, 2005

      17 Hein, V, "Intention to be physically active after school graduation and its relationship to three types of intrinsic motivation" 10 (10): 5-19, 2004

      18 International Cricket Council, "ICC"

      19 Su n, H, "I mpact o f an active educational video game on children’s motivation, science knowledge, and physical activity" 5 (5): 239-245, 2016

      20 Cox, D, "Graduate teaching assistants' experiences using digital media pedagogies in university physical activity courses" 78 (78): 456-480, 2021

      21 NewZoo, "Global games market report:The VR and metaverse edition"

      22 Jenny, S. E, "Exploring the effectiveness of learning cricket through playing the video game Don Bradman Cricket" 10 (10): 1-20, 2018

      23 Jenny, S, "Exploring the effectiveness of learning American football through playing the video game “Madden NFL”" 10 (10): 72-87, 2014

      24 Finco, M, "Exergaming as an alternative for students unmotivated to participate in regular physical education classes" 5 (5): 1-10, 2015

      25 Levine, T. R, "Eta squared, partial eta squared, and misreporting of effect size in communication research" 28 (28): 612-625, 2002

      26 Martinez, L, "Entertainment video games for academic learning : A systematic review" 60 (60): 1083-1109, 2022

      27 Wang, L. H, "Effects of digital game-based STEM education on students’ learning achievement : A meta-analysis" 9 (9): 1-13, 2022

      28 Bodsworth, H, "Barriers and facilitators to using digital technologies in the cooperative learning model in physical education" 22 (22): 563-579, 2017

      29 National Association for Sport and Physical Education, "Appropriate use of instructional technology in physical education [Position statement]" National Association for Sport and Physical Education 2009

      30 National Association for Sport and Physical Education, "Appropriate instructional practice guidelines for higher education physical activity programs" 2009

      31 Kane, D, "An investigation to determine if sport video games helps community college students become interested in real-life sports"

      32 Lamb, R. L, "A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations" 80 : 158-167, 2018

      33 Entertainment Software Association, "2021 essential facts about the video game industry"

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      연월일 이력구분 이력상세 등재구분
      2022 평가예정 계속평가 신청대상 (계속평가)
      2020-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
      2019-12-01 평가 등재후보 탈락 (계속평가)
      2018-01-01 평가 등재후보학술지 유지 (계속평가) KCI등재후보
      2016-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
      2015-12-01 평가 등재후보 탈락 (계속평가)
      2013-01-01 평가 등재후보 1차 FAIL (등재후보1차) KCI등재후보
      2012-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2010-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.04 0.04 0.03
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.07 0.07 0.334 0
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