外文题名 | Sports Video Game Assisted Teaching in Badminton Elective Course in Colleges and Universities:An Experimental Study |
作者 | 黄雨晴 |
学位 | 硕士 : 硕士学位 |
学院 | 研究生院 |
入学年份 | |
学科专业 | 教育学 / 体育教学 |
研究方向 | 羽毛球 |
第一导师姓名 | 李志兰 |
第一导师学校 | 广州体育学院 |
第一导师院系 | 体育教育学院 |
第二导师姓名 | 栗燕梅 |
第二导师学校 | 广州体育学院 |
第二导师院系 | 休闲与数字体育学院 |
中文关键词 | 体育电子游戏;羽毛球;选修课;辅助教学;高校 |
外文关键词 | Sports Video Games ; Badminton ; Elective Courses ; Auxiliary Teaching ; Colleges and Universities |
学位授予日期 | 2025-06-09 |
论文答辩日期 | 2025-05-11 |
论文提交时间 | 2025-06-20 09:41 |
语言 | |
论文格式 | |
保密级别 | 公开 |
1 前言 ..................................................................................................................................... 1
1.1 选题依据.......................................................................................................................1
1.1.1 教育信息化推动体育教学改革.........................................................................1
1.1.2 高校羽毛球选修课教学的现实诉求.................................................................1
1.1.3 体育电子游戏辅助教学的可行性.....................................................................2
1.2 研究目的.......................................................................................................................3
1.3 研究意义.......................................................................................................................3
1.3.1 理论意义 .............................................................................................................3
1.3.2 实践意义 .............................................................................................................4
2 文献综述 ............................................................................................................................ 4
2.1 概念界定.......................................................................................................................4
2.1.1 体育电子游戏 .....................................................................................................4
2.1.2 体感游戏 .............................................................................................................4
2.1.3 羽毛球选修课 .....................................................................................................5
2.2 体育电子游戏的相关研究..........................................................................................5
2.2.1 电子游戏的发展及应用的多维探索.................................................................5
2.2.2 体感游戏在教育领域的应用.............................................................................7
2.2.3 体育电子游戏在高校体育教学中的应用........................................................9
2.3 高校羽毛球教学方式的创新....................................................................................11
2.3.1 高校羽毛球选修课的教学现状.......................................................................11
2.3.2 高校羽毛球教学模式........................................................................................12
2.3.3 羽毛球辅助练习手段的现代化发展...............................................................14
2.4 体育电子游戏辅助羽毛球教学的理论基础...........................................................15
2.5 文献述评.....................................................................................................................18
3 研究对象与方法 ............................................................................................................... 19
3.1 研究对象......................................................................................................................19
3.2 研究方法......................................................................................................................19
3.2.1 文献资料法 .........................................................................................................19
3.2.2 专家访谈法 .........................................................................................................19
3.2.3 问卷调查法 .........................................................................................................20
3.2.4 教学实验法 .........................................................................................................21
3.2.5 数理统计法 .........................................................................................................25
4 体育电子游戏辅助高校羽毛球选修课教学的实验设计 ............................................. 25
4.1 教学分析阶段..............................................................................................................25
4.1.1 课程分析 .............................................................................................................25
4.1.2 学情分析 .............................................................................................................26
4.1.3 教学计划 .............................................................................................................26
4.1.4 选取游戏及实验设备..........................................................................................28
4.2 设计阶段.......................................................................................................................29
4.2.1 设计思路 ..............................................................................................................29
4.3 实验过程.......................................................................................................................30
4.3.1 干预方案的内容及推进......................................................................................30
4.3.2 实验班的教学内容及教学过程..........................................................................30
4.3.3 对照班的教学内容及教学过程..........................................................................33
5 研究结果 .............................................................................................................................. 36
5.1 教学实验前实验班与对照班各指标组间对比..........................................................36
5.1.1 实验班与对照班学生基本情况...........................................................................36
5.1.2 实验前实验班与对照班身体素质指标对比......................................................36
5.1.3 实验前实验班与对照班体育情境兴趣各维度对比..........................................37
5.2 教学实验后实验班与对照班各指标组间对比..........................................................38
5.2.1 实验后实验班与对照班羽毛球技术水平对比..................................................38
5.2.2 实验后实验班与对照班身体素质指标对比......................................................39
5.2.3 实验后实验班与对照班体育情境兴趣各维度对比.........................................40
5.3 教学实验前后实验班各指标组内对比......................................................................41
5.3.1 实验前后实验班身体素质指标对比..................................................................41
5.3.2 实验前后实验班体育情境兴趣各维度对比......................................................42
5.4 教学实验前后对照班各指标组内对比.......................................................................42
5.4.1 实验前后对照班身体素质指标对比...................................................................43
5.4.2 实验前后对照班体育情境兴趣各维度对比.......................................................43
6 分析与讨论 ........................................................................................................................... 44
6.1 体育电子游戏辅助高校羽毛球选修课教学对学生羽毛球技术水平的影响 ........44
6.2 体育电子游戏辅助高校羽毛球选修课教学对学生身体素质的影响......................46
6.3 体育电子游戏辅助高校羽毛球选修课教学对学生体育情境兴趣的影响..............47
6.4 体育电子游戏辅助羽毛球教学在本次实验中的优势分析.......................................48
6.5 体育电子游戏辅助羽毛球教学在实验过程中的研究局限.......................................48
7 结论与建议 ............................................................................................................................ 49
7.1 结论...................................................................................................................................49
7.2 建议...................................................................................................................................49
8 致谢 ......................................................................................................................................... 51
9 参考文献 ................................................................................................................................. 52
附录.............................................................................................................................................. 57
附录 A 访谈提纲....................................................................................................................57
附录 B 羽毛球技术水平测试方法.......................................................................................58
附录 C 身体素质测试方法...................................................................................................60
附录 D 《体育情境兴趣量表(PESIS)》.......................................................................61
附录 E 体育电子游戏辅助教学班教案..............................................................................62
附录 F 传统体育教学班教案 ..............................................................................................65
附录 G《NS Sports》的操作方式 ...................................................................................68
附录 H 实验过程中部分图片..............................................................................................69
个人简历 在读期间发表的学术论文与研究成果 ............................................................... 70
随着电子设备的多样化,人们的生活方式正经历着前所未有的丰富与变革。羽毛球作为一项深受民众青睐的体育运动,凭借其广泛的群众基础与卓越的竞技实力,在高校体育教育课程体系中得到广泛地发展。为了拓宽高校羽毛球选修课教学手段的多样性,将体育电子游戏元素融入羽毛球教学中,促进信息技术与羽毛球教学深度融合,进一步丰富高校羽毛球教学的相关理论研究。逐步完善羽毛球辅助教学手段以达到提升教学效果的作用,为探索数字化课堂的教学方式提供科学的借鉴。
本研究采用文献资料法、问卷调查法、专家访谈法、教学实验法、数理统计法等研究方法对体育电子游戏辅助高校羽毛球选修课教学的成效进行为期 16 周的实验研究。选取广州体育学院体育教育专业 2023 级的学生作为实验对象,实验班(n=20)采用体育电子游戏辅助教学,对照班(n=18)采用传统体育教学,探讨运用体育电子游戏进行辅助教学对学生羽毛球技术水平、身体素质和体育情境兴趣的影响。
通过连续 16 周羽毛球教学干预后,结果显示:
(1)在羽毛球技术水平方面,实验班在正手发高球和定位直线高远球的技术达标分数显著高于对照班(p<0.05)。实验班的正手发高球技评分数显著高于对照班(p<0.05)。
(2)在身体素质方面,两个班之间不存在显著性差异 (p>0.05)。实验班与对照班的羽毛球掷远、5 次直线前后进退跑和 20 秒象限双脚跳在组内对比均具有显著提升(p<0.05)。对照班的坐位体前屈存在非常显著提升(p<0.01)。
(3)在情境兴趣方面,实验班的新颖性、愉悦感和总体兴趣维度显著高于对照班(p<0.01),实验班的挑战性显著低于对照班(p<0.01)。
得出研究结论:
(1)体育电子游戏辅助教学能有效促进学生技术的掌握和提高技术动作的表现,在提升学生技能应用的灵活性和实战能力方面表现出明显的优势。
(2)通过纵向对比发现,两种教学方式对学生身体素质的干预效果均不显著。通过横向对比发现,体育电子游戏辅助教学在提升学生的羽毛球掷远、5次直线前后进退跑(专项身体素质)和 20 秒象限双脚跳(灵敏素质)有显著提升效果。
(3)体育电子游戏辅助教学在培养学生体育情境兴趣方面有显著的提升, 体现在新颖性、愉悦感和总体兴趣等维度。
With the diversification of electronic devices, people 's lifestyles are experiencing unprecedented enrichment and change. As a sport favored by the public, badminton has been widely developed in the curriculum system of physical education in colleges and universities by virtue of its broad mass base and excellent competitive strength. In this context, in order to broaden the diversity of badminton classroom teaching methods, electronic game elements are integrated into badminton teaching, so as to realize the deep integration of information technology and badminton teaching, and enrich the relevant theoretical research of badminton teaching in colleges and universities. Further improve the badminton auxiliary teaching means to improve the teaching effect, and provide scientific reference for the exploration of digital classroom teaching methods.
This study uses literature data method, questionnaire survey method, expert interview method, teaching experiment method, mathematical statistics method and other research methods to conduct a 16-week experimental study on the teaching effect of sports video game assisted teaching in college badminton elective courses. The students of grade 2023 majoring in physical education in Guangzhou Institute of Physical Education were selected as experimental subjects. The experimental class (n=20) adopted sports video games to assist teaching, while the control class (n=18) adopted traditional physical education to explore the influence of sports video games assisted teaching on students ' badminton technical level, physical quality and situational interest.
After 16 weeks of badminton teaching intervention, the results showed that : (1) In terms of badminton technical level, the technical standard scores of the experimental class in forehand high ball and positioning straight high ball were significantly higher than those of the control class (p<0.05). The score of forehand serve high ball skill in the experimental class was significantly higher than that in the control class (p<0.05). (2) In terms of physical fitness, the badminton throwing distance, 5 straight forward and backward running and 20-second double-foot quadrant jump in the experimental class and the control class were significantly improved in the group (p<0.05). In addition, the sit-and-reach of the control class was significantly improved (p<0.01), and there was no significant difference between the two classes (p> 0.05). (3) In terms of situational interest, the novelty, pleasure and overall interest of the experimental class were significantly higher than those of the control class (p<0.01), and the challenge of the experimental class was significantly lower than that of the control class (p<0.01).
The conclusions are as follows : (1) Sports video game auxiliary teaching can effectively promote students ' mastery of technology and improve the performance of technical movements. In contrast, it shows obvious advantages in improving the flexibility and practical ability of students ' skill application. (2) Through longitudinal comparison, it is found that the intervention effect of the two teaching methods on students ' physical quality is not significant. Through horizontal comparison, it is found that the auxiliary teaching of sports video games has a significant effect on improving students ' badminton throwing distance, 5 straight forward and backward running and 20 second quadrant double jump. (3) The auxiliary teaching of sports video games shows a more significant improvement in cultivating students ' situational interest, which is reflected in the dimensions of novelty, pleasure and overall interest.