Research Article
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Spor Bilimlerinde Artırılmış Gerçeklik Çalışmalarının Trend Analizi

Year 2022, Volume: 30 Issue: 3, 502 - 511, 31.07.2022
https://doi.org/10.24106/kefdergi.739231

Abstract

Bu çalışmanın amacı, spor bilimlerinde artırılmış gerçeklik uygulamaları ile ilgili çalışmaları incelemek ve buna dayalı sonuçları tartışmaktır. Web of Science Veritabanı kapsamındaki 1975-2018 yıllarına ait dergiler ("beden eğitimi" veya "fiziksel aktivite" veya "spor$") ve ("artırılmış gerçeklik") anahtar kelimeleri kullanılarak tarandı. Tarama sonrasında 44 makaleye ulaşıldı. Artırılmış gerçeklik uygulamaları veya spor bilimleri ile ilgili olmadıkları tespit edilen 11 makale araştırma dışı bırakıldı. Yayın sınıflandırma formu "Yıl, Yazar Sayısı, Ülke, Dergi, Yaş, Örneklem, Değişkenler, Örnekleme Yöntemi, Araştırma Yöntemi, Veri Toplama Yöntemi ve Veri Analiz Yöntemi." başlıklarını içermektedir. Spor bilimleri ile artırılmış gerçeklik teknolojisinin birlikte kullanıldığı ve etkileşimli olduğu çalışma sayısı sınırlıdır. Spor bilimleri alanında artırılmış gerçeklik ve benzeri teknolojilerin kullanımının yaygınlaşmasıyla birlikte, sağlık ve eğitim gibi alanların olumlu yönde etkileneceği düşünülmektedir.

References

  • Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: a systematic review of the literature. Educational Research Review, 20, 1–11. doi: 10.1016/j.edurev.2016.11.002
  • Althoff, T., White, R. W., & Horvitz, E. (2016). Influence of Pokémon Go on physical activity: study and implications. Journal of Medical Internet Research, 18(12). doi: 10.2196/jmir.6759
  • Altinpulluk, H. (2019). Determining the trends of using augmented reality in education between 2006-2016. Education and Information Technologies, 24(2), 1089–1114. doi: 10.1007/s10639-018-9806-3
  • Anderson, N., Steele, J., O’neill, L.-A., & Harden, L. A. (2017). Pokémon Go: mobile app user guides. British Journal of Sports Medicine, 51(20), 1505–1506. doi: 10.1136/bjsports-2016-096762
  • Azevedo, L. B., Watson, D. B., Haighton, C., & Adams, J. (2014). The effect of dance mat exergaming systems on physical activity and health – related outcomes in secondary schools: results from a natural experiment. BMC Public Health, 14. doi: 10.1186/1471-2458-14-951
  • Bacca, J., Baldiris, S., Fabregat, R., Graf , S., & Kinshuk. (2014). Augmented reality trends in education: a systematic review of research applications. Journal of Educational Technology & Society, 17(4), 133–149.
  • Cadenas-Sanchez, C., Vanhelst, J., Ruiz, J. R., Castillo-Gualda, R., Libuda, L., Labayen, I., … Ortega, F. B. (2017). Fitness and fatness in relation with attention capacity in European adolescents: The HELENA study. Journal of Science and Medicine in Sport, 20(4), 373–379. doi: 10.1016/j.jsams.2016.08.003
  • Caspersen, C. J., Powell, K. E., & Christenson, G. M. (1985). Physical activity, exercise, and physical fitness: definitions and distinctions for health-related research. Public health reports (Washington, D.C. : 1974), 100(2), 126–131.
  • Chaddock-Heyman, L., Hillman, C. H., Cohen, N. J., & Kramer, A. F. (2014). III. The importance of physical activity and aerobic fitness for cognitive control and memory in children. Monographs of the Society for Research in Child Development, 79(4), 25–50. doi: 10.1111/mono.12129
  • Chen P., Liu X., Cheng W., Huang R. (2017). A review of using augmented reality in education from 2011 to 2016. In: Popescu E. et al. (eds) Innovations in Smart Learning. Lecture Notes in Educational Technology. Springer, Singapore. doi: 10.1007/978-981-10-2419-1_2
  • Clark, A. M., & Clark, M. T. G. (2016). Pokémon Go and research. International Journal of Qualitative Methods, 15(1). doi: 10.1177/1609406916667765
  • Donnelly, J. E., & Lambourne, K. (2011). Classroom-based physical activity, cognition, and academic achievement. Preventive Medicine, 52(1), 36–42. doi: 10.1016/j.ypmed.2011.01.021
  • Gagné R. M., & Driscoll, M. P. (1988). Essentials of learning for instruction. Englewood Cliffs, NJ: Prentice Hall.
  • Garza, A. (2016). The aging population: the ıncreasing effects on health care. Retrieved November 1, 2019, from https://www.pharmacytimes.com/publications/issue/2016/january2016/the-aging-population-the-increasing-effects-on-health-care.
  • Hallal, P. C., Andersen, L. B., Bull, F. C., Guthold, R., Haskell, W., Ekelund, U., … Wells J.C. (2012). Global physical activity levels: surveillance progress, pitfalls, and prospects. The Lancet, 380(9838), 247–257. doi: 10.1016/s0140-6736(12)60646-1
  • Haskell, W. L., Lee, I.-M., Pate, R. R., Powell, K. E., Blair, S. N., Franklin, B. A., … Bauman, A. (2007). Physical activity and public health: updated recommendation for adults from the American College of Sports Medicine and the American Heart Association. Medicine & Science in Sports & Exercise, 39(8), 1423–1434. doi: 10.1249/mss.0b013e3180616b27
  • Huang, Y., & Reynoso, L. C. (2018). Based on physical self-concept to discuss the effect of environmental education on health related physical education. Ekoloji, 106, 1645–1651.
  • Kato, T. A., Teo, A. R., Tateno, M., Watabe, M., Kubo, H., & Kanba, S. (2017). Can Pokémon GO rescue shut-ins (hikikomori) from their isolated world? Psychiatry and Clinical Neurosciences, 71(1), 75–76. doi: 10.1111/pcn.12481
  • Kim, H., Lee, H. J., Cho, H., Kim, E., & Hwang, J. (2018). Replacing self-efficacy in physical activity: unconscious ıntervention of the AR game, Pokémon GO. Sustainability, 10(6). doi: 10.3390/su10061971
  • Marcus, B. H., Nigg, C. R., Riebe, D., & Forsyth, L. H. (2000). Interactive communication strategies implications for population-based physical-activity promotion. American Journal of Preventive Medicine, 19(2), 121–126. doi: 10.1016/s0749-3797(00)00186-0
  • Marquet, O., Alberico, C., Adlakha, D., & Hipp, A. J. (2017). Examining motivations to play Pokémon GO and their influence on perceived outcomes and physical activity. JMIR Serious Games, 5(4). doi: 10.2196/games.8048
  • Marquet, O., Alberico, C., & Hipp, A. J. (2018). Pokémon GO and physical activity among college students. A study using ecological momentary assessment. Computers in Human Behavior, 81, 215–222. doi: 10.1016/j.chb.2017.12.028
  • Moore, R. D., Drollette, E. S., Scudder, M. R., Bharij, A., & Hillman, C. H. (2014). The influence of cardiorespiratory fitness on strategic, behavioral, and electrophysiological indices of arithmetic cognition in preadolescent children. Frontiers in Human Neuroscience, 8. doi: 10.3389/fnhum.2014.00258
  • Özdemir, M. (2017). Experimental studies on learning with augmented reality technology: a systematic review. Mersin University Journal of the Faculty of Education, 13(2), 609–632.
  • Pate, R. R., Pratt, M. N., Blair, S. L., Haskell, W. A., Macera, C. A., Bouchard, C., … Wilmore, J. H. (1995). Physical activity and public health. A recommendation from the centers for disease control and prevention and the american college of sports medicine. JAMA: The Journal of the American Medical Association, 273(5), 402–407. doi: 10.1001/jama.273.5.402
  • Ruiz-Ariza, A., Torre-Cruz, M. J. D. L., Redecillas-Peiró, M. T., & Martínez-López, E. J. (2015). Influence of active commuting on happiness, well-being, psychological distress and body shape in adolescents. Gaceta Sanitaria, 29(6), 454–457. doi: 10.1016/j.gaceta.2015.06.002
  • Sallis, J. F., Bauman, A., & Pratt, M. (1998). Environmental and policy interventions to promote physical activity. American Journal of Preventive Medicine, 15(4), 379–397. doi: 10.1016/s0749-3797(98)00076-2
  • Scudder, M. R., Federmeier, K. D., Raine, L. B., Direito, A., Boyd, J. K., & Hillman, C. H. (2014). The association between aerobic fitness and language processing in children: implications for academic achievement. Brain and Cognition, 87, 140–152. doi: 10.1016/j.bandc.2014.03.016
  • Serino, M., Cordrey, K., Mclaughlin, L., & Milanaik, R. L. (2016). Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians. Current Opinion in Pediatrics, 28(5), 673–677. doi: 10.1097/mop.0000000000000409
  • Sparling, P. B., Owen, N., Lambert, E. V., & Haskell, W. L. (2000). Promoting physical activity: the new imperative for public health. Health Education Research, 15(3), 367–376. doi: 10.1093/her/15.3.367
  • Tateno, M., Skokauskas, N., Kato, T. A., Teo, A. R., & Guerrero, A. P. S. (2016). New game software (Pokémon Go) may help youth with severe social withdrawal, hikikomori. Psychiatry Research, 246, 848–849. doi: 10.1016/j.psychres.2016.10.038
  • Tong X., Gromala D., Shaw C.D., Choo A. (2016) A field study: evaluating gamification approaches for promoting physical activity with motivational models of behavior changes. In: Kurosu M. (eds) Human-Computer Interaction. Novel User Experiences. HCI 2016. Lecture Notes in Computer Science, vol 9733. Springer, Cham doi: 10.1007/978-3-319-39513-5_39
  • Vanhelst, J., Béghin, L., Duhamel, A., Manios, Y., Molnar, D., Henauw, S., … Gottrand, F. (2016). Physical activity is associated with attention capacity in adolescents. The Journal of Pediatrics, 168, 126–131. doi: 10.1016/j.jpeds.2015.09.029
  • World Health Organization. (2010). Global recommendations on physical activity for health. Geneva.
  • World Health Organization. (2014). Global nutrition targets 2025: childhood overweight. Geneva.
  • World Health Organization. (2018). World health statistics 2018: monitoring health for the SDGs, sustainable development goals. Geneva.
  • Yumak, Z., & Pu, P. (2013). Survey of sensor-based personal wellness management systems. BioNanoScience, 3(3), 254–269. doi: 10.1007/s12668-013-0099-0

Trend Analysis of Augmented Reality Studies in Sports Science

Year 2022, Volume: 30 Issue: 3, 502 - 511, 31.07.2022
https://doi.org/10.24106/kefdergi.739231

Abstract

The purpose of this study was to examine the studies related to augmented reality applications in sports science and to discuss the results based on this. Articles selected for analysis were found through searches journals in the Web of Science database from 1975 to 2018 were examined and searched using the keywords ("physical education" or "physical activity" or "sport$”) and ("augmented reality"). As a result of the search, 44 articles were reached, and 11 articles were excluded from the research because they were not related to augmented reality applications or sports science. The publication classification form consists of the titles "Years, Authors Number, Country, Journals, Age, Sample Size, Variables, Sample Method, Research Method, Data Collection Method and Data Analysis Method." There are a limited number of studies where sports and augmented reality technology are used and interacted together. With the spread of the use of augmented reality and similar technologies in the field of sports sciences, it is thought that such fields as health and education will be positively affected.

References

  • Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: a systematic review of the literature. Educational Research Review, 20, 1–11. doi: 10.1016/j.edurev.2016.11.002
  • Althoff, T., White, R. W., & Horvitz, E. (2016). Influence of Pokémon Go on physical activity: study and implications. Journal of Medical Internet Research, 18(12). doi: 10.2196/jmir.6759
  • Altinpulluk, H. (2019). Determining the trends of using augmented reality in education between 2006-2016. Education and Information Technologies, 24(2), 1089–1114. doi: 10.1007/s10639-018-9806-3
  • Anderson, N., Steele, J., O’neill, L.-A., & Harden, L. A. (2017). Pokémon Go: mobile app user guides. British Journal of Sports Medicine, 51(20), 1505–1506. doi: 10.1136/bjsports-2016-096762
  • Azevedo, L. B., Watson, D. B., Haighton, C., & Adams, J. (2014). The effect of dance mat exergaming systems on physical activity and health – related outcomes in secondary schools: results from a natural experiment. BMC Public Health, 14. doi: 10.1186/1471-2458-14-951
  • Bacca, J., Baldiris, S., Fabregat, R., Graf , S., & Kinshuk. (2014). Augmented reality trends in education: a systematic review of research applications. Journal of Educational Technology & Society, 17(4), 133–149.
  • Cadenas-Sanchez, C., Vanhelst, J., Ruiz, J. R., Castillo-Gualda, R., Libuda, L., Labayen, I., … Ortega, F. B. (2017). Fitness and fatness in relation with attention capacity in European adolescents: The HELENA study. Journal of Science and Medicine in Sport, 20(4), 373–379. doi: 10.1016/j.jsams.2016.08.003
  • Caspersen, C. J., Powell, K. E., & Christenson, G. M. (1985). Physical activity, exercise, and physical fitness: definitions and distinctions for health-related research. Public health reports (Washington, D.C. : 1974), 100(2), 126–131.
  • Chaddock-Heyman, L., Hillman, C. H., Cohen, N. J., & Kramer, A. F. (2014). III. The importance of physical activity and aerobic fitness for cognitive control and memory in children. Monographs of the Society for Research in Child Development, 79(4), 25–50. doi: 10.1111/mono.12129
  • Chen P., Liu X., Cheng W., Huang R. (2017). A review of using augmented reality in education from 2011 to 2016. In: Popescu E. et al. (eds) Innovations in Smart Learning. Lecture Notes in Educational Technology. Springer, Singapore. doi: 10.1007/978-981-10-2419-1_2
  • Clark, A. M., & Clark, M. T. G. (2016). Pokémon Go and research. International Journal of Qualitative Methods, 15(1). doi: 10.1177/1609406916667765
  • Donnelly, J. E., & Lambourne, K. (2011). Classroom-based physical activity, cognition, and academic achievement. Preventive Medicine, 52(1), 36–42. doi: 10.1016/j.ypmed.2011.01.021
  • Gagné R. M., & Driscoll, M. P. (1988). Essentials of learning for instruction. Englewood Cliffs, NJ: Prentice Hall.
  • Garza, A. (2016). The aging population: the ıncreasing effects on health care. Retrieved November 1, 2019, from https://www.pharmacytimes.com/publications/issue/2016/january2016/the-aging-population-the-increasing-effects-on-health-care.
  • Hallal, P. C., Andersen, L. B., Bull, F. C., Guthold, R., Haskell, W., Ekelund, U., … Wells J.C. (2012). Global physical activity levels: surveillance progress, pitfalls, and prospects. The Lancet, 380(9838), 247–257. doi: 10.1016/s0140-6736(12)60646-1
  • Haskell, W. L., Lee, I.-M., Pate, R. R., Powell, K. E., Blair, S. N., Franklin, B. A., … Bauman, A. (2007). Physical activity and public health: updated recommendation for adults from the American College of Sports Medicine and the American Heart Association. Medicine & Science in Sports & Exercise, 39(8), 1423–1434. doi: 10.1249/mss.0b013e3180616b27
  • Huang, Y., & Reynoso, L. C. (2018). Based on physical self-concept to discuss the effect of environmental education on health related physical education. Ekoloji, 106, 1645–1651.
  • Kato, T. A., Teo, A. R., Tateno, M., Watabe, M., Kubo, H., & Kanba, S. (2017). Can Pokémon GO rescue shut-ins (hikikomori) from their isolated world? Psychiatry and Clinical Neurosciences, 71(1), 75–76. doi: 10.1111/pcn.12481
  • Kim, H., Lee, H. J., Cho, H., Kim, E., & Hwang, J. (2018). Replacing self-efficacy in physical activity: unconscious ıntervention of the AR game, Pokémon GO. Sustainability, 10(6). doi: 10.3390/su10061971
  • Marcus, B. H., Nigg, C. R., Riebe, D., & Forsyth, L. H. (2000). Interactive communication strategies implications for population-based physical-activity promotion. American Journal of Preventive Medicine, 19(2), 121–126. doi: 10.1016/s0749-3797(00)00186-0
  • Marquet, O., Alberico, C., Adlakha, D., & Hipp, A. J. (2017). Examining motivations to play Pokémon GO and their influence on perceived outcomes and physical activity. JMIR Serious Games, 5(4). doi: 10.2196/games.8048
  • Marquet, O., Alberico, C., & Hipp, A. J. (2018). Pokémon GO and physical activity among college students. A study using ecological momentary assessment. Computers in Human Behavior, 81, 215–222. doi: 10.1016/j.chb.2017.12.028
  • Moore, R. D., Drollette, E. S., Scudder, M. R., Bharij, A., & Hillman, C. H. (2014). The influence of cardiorespiratory fitness on strategic, behavioral, and electrophysiological indices of arithmetic cognition in preadolescent children. Frontiers in Human Neuroscience, 8. doi: 10.3389/fnhum.2014.00258
  • Özdemir, M. (2017). Experimental studies on learning with augmented reality technology: a systematic review. Mersin University Journal of the Faculty of Education, 13(2), 609–632.
  • Pate, R. R., Pratt, M. N., Blair, S. L., Haskell, W. A., Macera, C. A., Bouchard, C., … Wilmore, J. H. (1995). Physical activity and public health. A recommendation from the centers for disease control and prevention and the american college of sports medicine. JAMA: The Journal of the American Medical Association, 273(5), 402–407. doi: 10.1001/jama.273.5.402
  • Ruiz-Ariza, A., Torre-Cruz, M. J. D. L., Redecillas-Peiró, M. T., & Martínez-López, E. J. (2015). Influence of active commuting on happiness, well-being, psychological distress and body shape in adolescents. Gaceta Sanitaria, 29(6), 454–457. doi: 10.1016/j.gaceta.2015.06.002
  • Sallis, J. F., Bauman, A., & Pratt, M. (1998). Environmental and policy interventions to promote physical activity. American Journal of Preventive Medicine, 15(4), 379–397. doi: 10.1016/s0749-3797(98)00076-2
  • Scudder, M. R., Federmeier, K. D., Raine, L. B., Direito, A., Boyd, J. K., & Hillman, C. H. (2014). The association between aerobic fitness and language processing in children: implications for academic achievement. Brain and Cognition, 87, 140–152. doi: 10.1016/j.bandc.2014.03.016
  • Serino, M., Cordrey, K., Mclaughlin, L., & Milanaik, R. L. (2016). Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians. Current Opinion in Pediatrics, 28(5), 673–677. doi: 10.1097/mop.0000000000000409
  • Sparling, P. B., Owen, N., Lambert, E. V., & Haskell, W. L. (2000). Promoting physical activity: the new imperative for public health. Health Education Research, 15(3), 367–376. doi: 10.1093/her/15.3.367
  • Tateno, M., Skokauskas, N., Kato, T. A., Teo, A. R., & Guerrero, A. P. S. (2016). New game software (Pokémon Go) may help youth with severe social withdrawal, hikikomori. Psychiatry Research, 246, 848–849. doi: 10.1016/j.psychres.2016.10.038
  • Tong X., Gromala D., Shaw C.D., Choo A. (2016) A field study: evaluating gamification approaches for promoting physical activity with motivational models of behavior changes. In: Kurosu M. (eds) Human-Computer Interaction. Novel User Experiences. HCI 2016. Lecture Notes in Computer Science, vol 9733. Springer, Cham doi: 10.1007/978-3-319-39513-5_39
  • Vanhelst, J., Béghin, L., Duhamel, A., Manios, Y., Molnar, D., Henauw, S., … Gottrand, F. (2016). Physical activity is associated with attention capacity in adolescents. The Journal of Pediatrics, 168, 126–131. doi: 10.1016/j.jpeds.2015.09.029
  • World Health Organization. (2010). Global recommendations on physical activity for health. Geneva.
  • World Health Organization. (2014). Global nutrition targets 2025: childhood overweight. Geneva.
  • World Health Organization. (2018). World health statistics 2018: monitoring health for the SDGs, sustainable development goals. Geneva.
  • Yumak, Z., & Pu, P. (2013). Survey of sensor-based personal wellness management systems. BioNanoScience, 3(3), 254–269. doi: 10.1007/s12668-013-0099-0
There are 37 citations in total.

Details

Primary Language English
Subjects Studies on Education
Journal Section Research Article
Authors

Mehmet İmamoğlu 0000-0001-9820-106X

Çağdaş Erbaş 0000-0003-4203-7656

Cemal Hakan Dikmen 0000-0002-3708-9091

Publication Date July 31, 2022
Acceptance Date June 6, 2022
Published in Issue Year 2022 Volume: 30 Issue: 3

Cite

APA İmamoğlu, M., Erbaş, Ç., & Dikmen, C. H. (2022). Trend Analysis of Augmented Reality Studies in Sports Science. Kastamonu Education Journal, 30(3), 502-511. https://doi.org/10.24106/kefdergi.739231

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