Research Article

The Application of Virtual Reality Technology in Sports Psychology: Theory, Practice, and Prospect

Table 7

Analysis of learning effect of virtual reality teaching class.

Test indicatorPretestPosttestT
MSDMSD

Motivation to learn2.8890.9263.5940.787−4.1580.000
Learning process2.7810.9243.0910.513−2.5020.018
Learning outcomes2.8261.1493.9380.502−8.1670.000
Learning environment3.1350.6243.0990.4990.2720.787
Self-learning ability2.8850.6063.4580.426−7.9900.000
Novelty3.0630.8033.7580.855−2.940.000
Challenge2.8830.7653.7660.458−5.6320.000
Attention2.570.5543.1020.605−3.9200.000
Exploratory2.6170.5680.180.485−3.5520.000
Pleasure2.8360.8340.5470.455−4.1570.000
General interest2.7340.774.3590.531−9.9660.000
Sports situational interest2.7840.3743.6190.281−9.0750.000
Forehand7.2812.30312.6252.624−9.6650.000
Two o'clock push a little7.2812.09812.6882.494−14.6160.000
Technical assessment score3.1561.1396.4691.135−12.9530.000
Skill assessment results17.7193.22531.7813.652−19.3140.000
50 m run6.6251.7376.6881.908−0.2030.840
Touch the ball table side by side9.8441.79810.3131.533−1.3050.201
Standing long jump7.4691.4367.5631.865−0.2370.814
Physical fitness23.9382.78224.5633.232−1.2320.227

Notes: The significance level for the difference in means is 0.05. The significance level for the difference in means is 0.01.