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The Impact of Virtual Reality in Modern Karate Training: Increasing Engagement Levels and Fitness of Elite Athletes
Manullang, Jujur Gunawan
Handayani, Widya
Imansyah, Farizal
Junaidi, Ilham Arvan
Hermansah, Bambang
Lobo, Joseph
Monterrosa-Quintero, Armando
Alexe, Dan Iulian
Setiawan, Edi
Yoshin Academy
2025
Aim. This study aims to analyze the effects of virtual reality on engagement and fitness.
Methods. This study adopted a mixed method. A total of 32 elite karate athletes from Palembang PGRI University (Indonesia) were recruited and allocated to the control (n = 15) or the virtual reality group (n = 17). Quantitative instruments used the Athlete Engagement Questionnaire to measure the level of engagement, and the hand grip test, standing board jump test, sit-and-reach test, 40-meter test, 4×9 m shuttle run test and bleep test to measure physical fitness. The instrument for qualitative research involved in-depth interviews.
Results. This study showed several findings in the quantitative study. First, there was no difference in the value of engagement and fitness between the control and virtual reality groups at the baseline stage. Second, there were significant differences in engagement and fitness values between the two groups at the post-intervention stage. The qualitative research showed that elite athletes revealed various perceptions that virtual reality is easy and interesting, but the price is high, and that users should have technology literacy, or it would be less meaningful.
Conclusions. This study confirms that virtual reality training was a positive and effective method to bring back engagement and physical fitness among elite Karate athletes.
Methods. This study adopted a mixed method. A total of 32 elite karate athletes from Palembang PGRI University (Indonesia) were recruited and allocated to the control (n = 15) or the virtual reality group (n = 17). Quantitative instruments used the Athlete Engagement Questionnaire to measure the level of engagement, and the hand grip test, standing board jump test, sit-and-reach test, 40-meter test, 4×9 m shuttle run test and bleep test to measure physical fitness. The instrument for qualitative research involved in-depth interviews.
Results. This study showed several findings in the quantitative study. First, there was no difference in the value of engagement and fitness between the control and virtual reality groups at the baseline stage. Second, there were significant differences in engagement and fitness values between the two groups at the post-intervention stage. The qualitative research showed that elite athletes revealed various perceptions that virtual reality is easy and interesting, but the price is high, and that users should have technology literacy, or it would be less meaningful.
Conclusions. This study confirms that virtual reality training was a positive and effective method to bring back engagement and physical fitness among elite Karate athletes.
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The Impact of Virtual Reality in Modern Karate Training Increasing Engagement Levels and Fitness of Elite Athletes.pdf
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Checksum
Sports technology
Virtual training
Fitness
Martial art