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논문 기본 정보

자료유형
학술대회자료
저자정보
Park Se Won (Korean National University of Education) Kim Young Sik (Korean National University of Education)
저널정보
한국체육교육학회 한국체육교육학회 학술발표대회 2021년 한국체육교육학회 추계학술대회
발행연도
2021.11
수록면
101 - 102 (2page)

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Purpose: The COVID-19 pandemic, which has been going on for two years, has put a red light on the health of students. There is a risk of sedentary life becoming entrenched (Green, 2012). In 2009, the Ministry of Education made it compulsory to install health and fitness class in schools to manage and support low-physical and obese students, but there are many schools that operate poorly (Song & Lee, 2014; Kim, 2020). Therefore, the purpose of this study is to provide basic data for normalization of health and fitness class by exploring the effects and development plan of elementary school health and fitness class operation program using the virtual reality sports room that has been recently distributed to elementary schools.
Method: To this end, the case of C Elementary School’s health and fitness class operation program in a small and medium-sized city for 12 weeks in the first semester of 2021 was selected as a research subject, and health fitness test results of 15 students in 5th and 6th grades who participated in the health and fitness class, student/parent satisfaction survey results, students’ interview videos, testimonials, paintings, and research notes of researchers were collected as research data. The collected data created an analysis matrix through deductive content analysis (Elo & Kyngäs, 2007), and detailed content was coded through constant comparison (Glaser & Strauss, 1967).
Result: The results of this study are divided into the composition, effect, and development plan of the operation program. First, the health and fitness class operation program using the virtual reality sports room aims to lay the foundation for lifelong physical education by providing positive experiences of physical activity to students who are excluded from physical education. For this purpose, 7 types of virtual reality contents were used, and strategies such as giving students a choice of content and difficulty, using le ... 전체 초록 보기

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