2020
DOI: 10.1177/0031512519900061
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Comparing Live and Digital Augmented Reality Models for Demonstrating Two Motor Skills From the Test of Gross Motor Development—Second Edition: TGMD-2

Abstract: The objective of this study was to compare the effect of digital (i.e., augmented reality [AR]) and live demonstrations of two fundamental motor skills. The motor skills were horizontal jump and over-the-shoulder throw with performance criteria described in the Test of Gross Motor Development—Second Edition (TGMD-2). We developed a digital model using AR installed on a tablet computer compatible with the Android operating system. We recruited 131 children and assigned them to three age groups: G1, 3-5 years ol… Show more

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Cited by 5 publications
(9 citation statements)
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References 13 publications
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“…The authors of this study point out that VR can help in exercising balance, improving gross motor skills, instruct correct therapeutic exercise performance. This corresponds with the results of other studies, which point out that illustrations of presented in VR are as efffective as face to face demonstrations of exercises performed by a trainer (Spinosa et al, 2020).…”
Section: Introductionsupporting
confidence: 90%
“…The authors of this study point out that VR can help in exercising balance, improving gross motor skills, instruct correct therapeutic exercise performance. This corresponds with the results of other studies, which point out that illustrations of presented in VR are as efffective as face to face demonstrations of exercises performed by a trainer (Spinosa et al, 2020).…”
Section: Introductionsupporting
confidence: 90%
“…Of the 53 studies included in the review, the majority originated from high‐income countries, most notably Western European countries (Bonneton‐Botté et al, 2020; Clarke & Abbott, 2016; Desoete & Praet, 2013; Di Lieto et al, 2017; Fernández‐Molina et al, 2015; Fikkers et al, 2019; Gremmen et al, 2016; Kiefer et al, 2015; Konok et al, 2021; Kosmas & Zaphiris, 2020; Mayer et al, 2020; Picard et al, 2014; Smeets & Bus, 2012; Teepe et al, 2017; Walter‐Laager et al, 2017), followed by the United States (Antrilli & Wang, 2018; Diehm et al, 2020; Haegele et al, 2011; O'Toole & Kannass, 2018; Parish‐Morris et al, 2013; Rogowsky et al, 2018; Russo‐Johnson et al, 2017; Schmitt et al, 2018; Schroeder & Kirkorian, 2016; Xu et al, 2021; Zhen, 2017; Zheng & Sun, 2021; Zimmermann et al, 2015), Australia (Axford et al, 2018; Barnett et al, 2012; Huber et al, 2018; McNeill et al, 2019, 2021; Neumann, 2014, 2016, 2018; Trost & Brookes, 2021), the United Kingdom (Bedford et al, 2016; Herodotou, 2018; Outhwaite et al, 2019; Portugal et al, 2021; Ross et al, 2016), Taiwan (Lin, 2019; Lin et al, 2017; Lin et al, 2020), and one study each from Canada (Courage et al, 2021), South Korea (Moon et al, 2019), and Israel (Elimelech & Aram, 2020). Only two studies were from middle‐income countries Brazil (Souto et al, 2020; Spinosa et al, 2020) and China (Hu et al, 2020; Liu et al, 2021).…”
Section: Resultsmentioning
confidence: 99%
“…The remaining 20 studies included the use of interactive learning videos, games, and touch screen story e‐books within the broader education context (Barnett et al, 2012; Bonneton‐Botté et al, 2020; Diehm et al, 2020; Di Lieto et al, 2017; Elimelech & Aram, 2020; Fikkers et al, 2019; Gremmen et al, 2016; Herodotou, 2018; Kosmas & Zaphiris, 2020; Smeets & Bus, 2012; Teepe et al, 2017; O'Toole & Kannass, 2018; Parish‐Morris et al, 2013; Ross et al, 2016; Schmitt et al, 2018; Schroeder & Kirkorian, 2016; Souto et al, 2020; Spinosa et al, 2020; Xu et al, 2021; Zimmermann et al, 2015).…”
Section: Resultsmentioning
confidence: 99%
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