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Applying Serious Games to Motor Learning in Sport

Applying Serious Games to Motor Learning in Sport

Josef Wiemeyer, Philipp Schneider
Copyright: © 2012 |Volume: 2 |Issue: 4 |Pages: 13
ISSN: 2155-6849|EISSN: 2155-6857|EISBN13: 9781466612228|DOI: 10.4018/ijgbl.2012100104
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MLA

Wiemeyer, Josef, and Philipp Schneider. "Applying Serious Games to Motor Learning in Sport." IJGBL vol.2, no.4 2012: pp.61-73. http://doi.org/10.4018/ijgbl.2012100104

APA

Wiemeyer, J. & Schneider, P. (2012). Applying Serious Games to Motor Learning in Sport. International Journal of Game-Based Learning (IJGBL), 2(4), 61-73. http://doi.org/10.4018/ijgbl.2012100104

Chicago

Wiemeyer, Josef, and Philipp Schneider. "Applying Serious Games to Motor Learning in Sport," International Journal of Game-Based Learning (IJGBL) 2, no.4: 61-73. http://doi.org/10.4018/ijgbl.2012100104

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Abstract

Considering the wide use of Serious Games in application fields like cognitive learning, health education and rehabilitation and the recent developments of sensor and interface technology it is surprising that applications to motor learning in sport are rare. The aim of this study is to examine whether a specific learning effect can be elicited by training with a commercial exergame (Nintendo Wii Sports Resort). A sample of 23 young club basketball players attended either a virtual training (VT) or a real training (RT) of basketball throws. Training consisted of 750 throws distributed to 10 training units. As a result, VT and RT groups improved in virtual and real performance, but only the RT group transferred training to the virtual condition. Furthermore, the RT group enjoyed training more than the VT group. As a conclusion, added values of Serious Games in sport skill learning may take effect only under certain conditions.

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