:::

詳目顯示

回上一頁
題名:The Effect of a Badminton Teaching System Using Kinect on Badminton Skill Performance
書刊名:體育學報
作者:林國欽李端興 引用關係簡紹安江玥慧 引用關係陳年興
作者(外文):Lin, Kuo-chinLee, Duan-shinChien, Shao-anChiang, Vanessa Yueh-huiChen, Nian-shing
出版日期:2020
卷期:53:2
頁次:頁161-178
主題關鍵詞:教育科技動作技能學習羽球技能學習KinectEducational technologyMotor skill learningBadminton skill learning
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:54
  • 點閱點閱:6
緒論:在傳統羽球教學環境中,指導者會發現由於羽球揮拍相當快速,若沒有任何科技的輔助,對提高學習者的動作技能相對困難。為了解決這個問題,本研究運用較新的Kinect攝影機實做出羽球的動態分析教學系統,該系統結合了骨架追踪、即時動作比對、自動評分功能,提供指導者客觀即時回饋資訊,可有效提升學習者學習效率與降低指導者教學負擔。方法:研究方法採準實驗設計法,以「羽球教學系統」融入體育課程為實驗組,傳統教學法為控制組,教學實驗不含前後測共計8週。統計方法採描述性統計敘述各技術得分之平均數與標準差、相依樣本t檢定檢測實驗組與控制組在學習前與學習後之學習成效是否有顯著提升、獨立樣本單因子共變數分析檢測實驗組之技能學習成效是否顯著優於控制組。結果:本研究經由成對樣本t檢定分析結果顯示,在發球部分,實驗組與控制組之後測成績皆顯著優於前測成績;在殺球部分,實驗組後測成績顯著優於前測成績,控制組後測成績雖優於前測成績,但未達顯著水準。此外,經由共變數分析結果顯示,無論在發球或殺球技能學習成效,實驗組的後測成績皆顯著優於控制組。結論:研究結果證實運用Kinect所發展之羽球教學系統能夠偵測與捕捉一般肉眼無法辨識的快速揮拍動作,學習者可藉由清晰與精確的即時回饋資訊,配合指導者的說明,強化肩膀、手肘與手腕的協調運作,藉此提升羽球技能學習成效。
Introduction: The traditional badminton teaching method, which is free of any technology assistance, has been practiced for many years. Without technology, instructors find it difficult to improve learners’ motion skills due to the swiftness of swings in badminton. To address this issue, this study developed a badminton teaching system using a Kinect camera to conduct kinesthetic analysis with the functionalities of skeleton tracking, instantaneous motion comparison and automatic grading. These functions assist instructors in providing instant and objective feedback to learners so that the learning effectiveness can be enhanced and the teaching burden can be reduced. Method: This study adopted a quasi-experimental design and assigned participants into an experimental group and a control group. The former adopted the badminton teaching system into teaching, and the latter used the traditional teaching method. The entire experiment, exclusive to the pretest and posttest, lasted for eight weeks. Three statistical methods were used in this study. Descriptive statistics were first applied to describe the mean and the standard deviation. Second, a paired-sample t-test was adopted to examine whether there were significant improvements in the experimental and control groups before and after skill learning. Third, ANCOVA was used to test whether the learning outcomes of the experimental group were significantly better than those of the control group. Results: After the analysis of the paired-sample t test, the results showed that for serving, the posttest scores of the experimental and control groups were significantly higher than the pretest scores. For smashing, the posttest scores of the experimental group were significantly higher than the pretest scores. However, although the posttest scores of the control group for smashing were also higher than the pretest scores, the performance was not significant. Moreover, after the ANCOVA, all the results of serving and smashing showed that the posttest scores of the experimental group were significantly higher than those of the control group. Conclusion: The study shows that the badminton teaching system using Kinect could effectively capture swift movements that are unrecognizable through normal eye observation. Badminton learners could increase their learning effectiveness with clear and accurate instant feedback on the system as well as the instructor’s explanations to reinforce the coordination of shoulders, forearms, and elbows. The badminton teaching system could be an effective instrument to help learners facilitate learning effectiveness.
期刊論文
1.陳明達、陳進發、陳鵬仁、黃建松(20080600)。排球裁判執法判決電腦輔助評估系統之研發。體育學報,41(2),83-95。new window  延伸查詢new window
2.Zou, J.、Liu, Q.、Yang, Z.(2012)。Development of a moodle course for schoolchildren's table tennis learning based on competence motivation theory: Its effectiveness in comparison to traditional training method。Computers & Education,59(2),294-303。  new window
3.Zhang, Z.(2012)。Microsoft kinect sensor and its effect。IEEE MultiMedia,19(2),4-10。  new window
4.陳明達、何全進、陳鵬仁、陳進發(20090900)。籃球裁判執法判決能力電腦輔助系統之開發研究。運動教練科學,15,53-71。new window  延伸查詢new window
5.Lee, Y. S.、Ho, C. S.、Shih, Y.、Chang, S. Y. R.、Robert, F. J.、Shiang, T. Y.(2015)。Assessment of walking, running, and jumping movement features by using the inertial measurement unit。Gait & posture,41(4),877-881。  new window
6.林國欽、洪暉鈞、楊叔卿(20140900)。平板電腦融入體育課程羽球技能教學效果之研究。體育學報,47(3),437-449。new window  延伸查詢new window
7.藍孝勤、王炫智、陳五洲(20100900)。多媒體輔助教學對大專生八式太極拳學習效果之影響。體育學報,43(3),109-126。new window  延伸查詢new window
8.黃任閔、涂湘玫、胡巧欣、吳一德、呂謙(20150600)。感覺運動遊戲對智能障礙學童健康體適能之影響。運動與遊憩研究,9(4),47-69。new window  延伸查詢new window
9.Hsu, H.-M. J.(2011)。The potential of Kinect in education。International Journal of Information and Education Technology,1(5),365-370。  new window
10.Chang, C.-Y.、Chien, Y.-T.、Chiang, C.-Y.、Lin, M.-C.、Lai, H.-C.(2013)。Embodying gesture-based multimedia to improve learning。British Journal of Educational Technology,44(1),E5-E9。  new window
11.洪祥偉、陳五洲(20161100)。以平板電腦引導後設認知學習歷程對桌球學習成效之研究。臺灣運動教育學報,11(2),55-79。new window  延伸查詢new window
12.張淳皓、何金山、王敏憲、林國全(20140300)。以無線穿戴式裝置分析高爾夫推桿之身體轉動參數。休閒觀光與運動健康學報,4(2),81-90。new window  延伸查詢new window
13.Papastergiou, M.、Gerodimos, V.(2012)。Can learning of basketball be enhanced through a web-based multimedia course? An experimental study。Education and Information Technologies,18(3),459-478。  new window
14.Altanis, G.、Boloudakis, M.、Retalis, S.、Nikou, N.(2013)。Children with motor impairments play a Kinect learning game: First findings from a pilot case in an authentic classroom environment。Interaction Design and Architecture(s) Journal,19,91-104。  new window
15.Cassola, F.、Morgado, L.、de Carvalho, F.、Paredes, H.、Fonseca, B.、Martins, P.(2014)。Online-Gym: A 3D Virtual Gymnasium Using Kinect Interaction。Procedia Technology,13,130-138。  new window
16.陳進發、李晨鐘、林詠章、鄭金昌(20151200)。電腦輔助系統對排球裁判執法判決之影響。運動教練科學,40,75-87。new window  延伸查詢new window
17.Homer, B. D.、Kinzer, C. K.、Plass, J. L.、Letourneau, S. M.、Hoffman, D.、Bromley, M.、Hayward, E. O.、Turkay, S.、Kornak, Y.(2014)。Moved to learn: The effects of interactivity in a Kinect-based literacy game for beginning readers。Computers & Education,74,37-49。  new window
18.Eberline, A. D.、Richards, K. A. R.(2013)。Teaching with technology in physical education。Strategies,26(6),38-39。  new window
19.Huang, S. Y.、Kuo, K. P.、Lin, Y. H.(2015)。A golf swing analysis system using Wii balance board and Kinect sensors for novice players。Multimed Tools Appl,74,10679-10696。  new window
20.Hung, Hui-Chun、Young, Shelley Shwu-Ching、Lin, Kuo-Chin(2018)。Exploring the effects of integrating the iPad to improve students' motivation and badminton skills: A WISER model for physical education。Technology, Pedagogy and Education,27(3),265-278。  new window
21.Kitagawa, N.、Ogihara, N.(2016)。Estimation of foot trajectory during human walking by a wearable inertial measurement unit mounted to the foot。Gait Posture,45,110-114。  new window
22.Kretschmann, R.(2017)。Employing tablet technology for video feedback in physical education swimming class。Journal of e-Learning and Knowledge Society,13(2),103-115。  new window
23.劉品如、裴駿、孫天龍(20130500)。以Kinect為基礎之遠距虛擬替身互動技術開發高齡者關懷平臺。福祉科技與服務管理學刊,1(2),57-70。new window  延伸查詢new window
24.林伯鴻、余承翰、陳韋達、陳德駿、張煥痒(20160600)。Kinect體感技術的應用:性別與訓練的難易度對體適能的影響。技術學刊,31(2),119-126。  延伸查詢new window
25.Ting, H. Y.、Sim, K. S.、Abas, F. S.(2014)。Automatic badminton action recognition using rgb-d sensor。Advanced Materials Research,1042,89-93。  new window
26.陶淑瑗、莊宗嚴、黃勻萱(20150600)。Exploring the Effects of Applying Motion Sensing Interaction Technology to Support Digital Guided Reading Activity。International Journal of Science and Engineering,5(2),1-9。  new window
27.蘇木春、林紘毅(20131100)。一種簡易之動作辨識系統及其於「全肢體反應」英語教學互動系統之應用。前瞻科技與管理,3(2),15-27。new window  延伸查詢new window
28.Yang, K.、Li, J.、Xu, M.(2017)。Artificial Intelligence computer assisted instruction system for basketball training (ICAI) characteristics and performance analysis。Electronic Devices,6(1),12-17。  new window
29.Urun, M. F.、Aksoy, H.、Comez, R.(2017)。Supporting foreign language vocabulary learning through Kinect-based gaming。International Journal of Game-Based Learning,7(1),20-35。  new window
30.Tsutsui, K. I.、Sakata, H.、Naganuma, T.、Taira, M.(2002)。Neural correlates for perception of 3D surface orientation from texture gradient。Science,298,409-412。  new window
31.Ting, H. Y.、Tan, Y. W. D.(2017)。Badminton stroke movement comparison using Kinect-based adaptive range of movement index technique。Indian Journal of Science and Technology,10(39),1-5。  new window
32.Ting, H. Y.、Tan, Y. W. D.、Lau, B. Y. S.(2016)。Potential and limitations of kinect for badminton performance analysis and profiling。Indian Journal of Science and Technology,9(45),1-5。  new window
33.Luppicini, R.(2005)。A systems definition of educational technology in society。Educational Technology & Society,8(3),103-109。  new window
會議論文
1.Budiman, A.、Fanany, M. I.(2013)。A multiclass ELM strategy in pose-based 3D human motion analysis。The 2013 International Conference on Advanced Computer Science and Information Systems。Bali。  new window
2.Chen, H. T.、He, Y. Z.、Chon, C. L.、Lee, S. Y.、Lin, B. S. P.、Yu, J. Y.(2013)。Computer-assisted self-training system for sports exercise using kinects。The 2013 IEEE International Conference on Multimedia and Expo Workshops。San Jose, CA。  new window
3.Huang, C. H.、Chiu, C. F.、Chin, S. L.、Hsin, L. H.、Yu, Y. P.(2010)。A sports e-learning platform: Teaching and learning by using multimedia contents。The 2010 3rd IEEE International Conference on Ubi-Media Computing。Jinhua。  new window
4.Yeh, C. H.、Yang, Y. H.、Chang, M. H.、Liao, H. Y. M.(2014)。Music driven human motion manipulation for characters in a video。The 2014 IEEE International Symposium on Multimedia。Taichung。  new window
圖書論文
1.Crawford, S.、Fitzpatrick, P.(2015)。The use of mobile digital technology and iPod Touches in physical education。Handbook of mobile teaching and learning。Berlin:Springer。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
無相關書籍
 
無相關著作
 
QR Code
QRCODE