Date of Award

5-4-2017

Document Type

Thesis

College

Richard W.Riley College of Education

Degree Program

Physical Education, Sport, and Human Performance

Degree Name

Master of Science

Thesis Advisor

Dr. Seth Jenny

Committee Member

Dr. David Schary

Committee Member

Dr. Shelley Hamill

Keywords

Xbox Kinect, Virtual, Motion-based video gaming, Active video gaming

Abstract

The purpose of this mixed-methods multi-phase study was to compare the similarities and differences of three common tennis strokes performed by National Collegiate Athletic Association Division I tennis players in an authentic and motion-based video game (MBVG) environment. Moreover, the perceived effectiveness of using MBVGs as a pedagogical tool was also examined. Statistical analyses revealed that the forehand, backhand, and serve were performed significantly different in the authentic and MBVG environments. However, the participants perceived that the MBVG forehand and serve were similar to the authentic environment. In addition, the participants perceived 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 and coaches are discussed.

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