英文摘要 |
Introduction: Curriculum integration and cross-disciplinary/cross-curricular integrated learning have become worldwide trends. Taiwan's directives for its 12-year education curricula encourage that secondary schools' flexible learning programs include cross-disciplinary topics to foster the cross-disciplinary learning. The use of virtual reality (VR) for integrated teaching, particularly in physical education (PE), is likely to be developed in the future. This paper aims to explore the effectiveness of VR in PE classes to teach badminton and to discover potential difficulties while employing this method, as well as the coping techniques teachers may need to adopt. Methods: The participants were a PE teacher and their seventh-grade students who were enrolled in Taipei City high school, Taiwan. The study used a qualitative approach, and the data were collected from semi-structured interviews, course reviews, student feedback questionnaires, study notes, and cognitive tests after the implementation of a four-week, eight-session badminton course, where VR was used to teach the forehand serve. The data analysis was conducted using various qualitative methods. Results: 1. The VR-based badminton teaching method improved learning effectiveness from the following aspects: ''understanding essentials and mastering the skill,'' ''repeated practice and adjusting posture,'' ''teamwork and mutual support,'' and ''promoting motivation and learning.'' 2. Teachers encountered three potential types of dilemmas when using VR-based teaching: ''moving,'' ''playing,'' and ''learning.'' ''Moving'' refers to the conflict between class time spent engaged in physical activities and using technology. ''Playing'' encompasses the dilemma that occurs when the frequent use of the device decreased its novelty, and some students discontinued using it. ''Learning'' refers to the conflict between the students' desire to enjoy their class and the teacher's desire to educate during class. Conclusion: VR-based badminton teaching in PE can effectively improve the learning effect. However, teachers should reflect upon the design and implementation of teaching and understand students' perceptions of the PE curriculum to overcome the dilemmas of VR-based badminton teaching methods. |