VIRTUAL AND AUTHENTIC TENNIS: SIMILARITIES AND DIFFERENCES OF THREE COMMON TENNIS STROKES PERFORMED BY COLLEGIATE PLAYERS

Seth E. Jenny, Kristy M. Noble, David P. Schary, Shelley D. Hamill

DOI Number
https://doi.org/10.22190/FUPES181218048J
First page
525
Last page
541

Abstract


The purpose of this study was to compare the similarities and differences of three common tennis strokes (i.e., forehand, backhand, and serve) performed by National Collegiate Athletic Association Division I tennis players in an authentic and motion-based video game (MBVG) environment. Moreover, through qualitative focus groups, the perceived effectiveness of using MBVGs as a pedagogical tool was also examined. Video and statistical analyses revealed several positives and negatives of utilizing MBVGs when teaching sports skills, particularly in reference to beginner and experienced tennis athletes. Implications of these findings for physical educators, sport coaches, and sport video game developers are discussed.


Keywords

instructional technology, exergaming, Xbox Kinect, motion-based video gaming, active gaming

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References


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DOI: https://doi.org/10.22190/FUPES181218048J

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