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 indicator | Pretest | Posttest | T | | M | SD | M | SD |
| Motivation to learn | 2.889 | 0.926 | 3.594 | 0.787 | −4.158 | 0.000 | Learning process | 2.781 | 0.924 | 3.091 | 0.513 | −2.502 | 0.018 | Learning outcomes | 2.826 | 1.149 | 3.938 | 0.502 | −8.167 | 0.000 | Learning environment | 3.135 | 0.624 | 3.099 | 0.499 | 0.272 | 0.787 | Self-learning ability | 2.885 | 0.606 | 3.458 | 0.426 | −7.990 | 0.000 | Novelty | 3.063 | 0.803 | 3.758 | 0.855 | −2.94 | 0.000 | Challenge | 2.883 | 0.765 | 3.766 | 0.458 | −5.632 | 0.000 | Attention | 2.57 | 0.554 | 3.102 | 0.605 | −3.920 | 0.000 | Exploratory | 2.617 | 0.568 | 0.18 | 0.485 | −3.552 | 0.000 | Pleasure | 2.836 | 0.834 | 0.547 | 0.455 | −4.157 | 0.000 | General interest | 2.734 | 0.77 | 4.359 | 0.531 | −9.966 | 0.000 | Sports situational interest | 2.784 | 0.374 | 3.619 | 0.281 | −9.075 | 0.000 | Forehand | 7.281 | 2.303 | 12.625 | 2.624 | −9.665 | 0.000 | Two o'clock push a little | 7.281 | 2.098 | 12.688 | 2.494 | −14.616 | 0.000 | Technical assessment score | 3.156 | 1.139 | 6.469 | 1.135 | −12.953 | 0.000 | Skill assessment results | 17.719 | 3.225 | 31.781 | 3.652 | −19.314 | 0.000 | 50 m run | 6.625 | 1.737 | 6.688 | 1.908 | −0.203 | 0.840 | Touch the ball table side by side | 9.844 | 1.798 | 10.313 | 1.533 | −1.305 | 0.201 | Standing long jump | 7.469 | 1.436 | 7.563 | 1.865 | −0.237 | 0.814 | Physical fitness | 23.938 | 2.782 | 24.563 | 3.232 | −1.232 | 0.227 |
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Notes: The significance level for the difference in means is 0.05. The significance level for the difference in means is 0.01. |