The Effect of a Virtual Metaverse Environment Using the HomeCourt Application on Learning Some Basic Basketball Skills for Female Students
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Abstract
The study aimed to design a virtual learning environment in the Metaverse using the HomeCourt application and to identify its effect on learning some basic basketball skills for female students. The researcher adopted the experimental method with two equivalent groups (pre- and post-test), as it is considered one of the most effective methods for obtaining reliable knowledge. The study employed a design of two equal and independent groups experimental and control) )
The research community consisted of second-year female students in the Department of Physical Education and Sports Sciences, College of Basic Education – Al-Mustansiriya University, for the academic year (2024–2025), totaling (30) students. A sample of (24) students was selected after excluding (6) players due to their participation in sports clubs, thus representing (80%) of the research community. The sample was randomly divided (by lottery) into two groups: a control group of (12) students and an experimental group of (12) students.
The researcher identified the required skills and their tests, conducted the pre-test, and then designed the virtual learning environment in the Metaverse using the HomeCourt application. Data were analyzed using the statistical package SPSS. The findings revealed that the virtual situations provided by HomeCourt contributed to enhancing accuracy in shooting and passing through repeated drills and immediate feedback, which positively reflected on the students’ skill performance.
The most important recommendations include designing blended educational curricula that combine virtual reality and real-life practice within the Metaverse using the HomeCourt application, along with applying similar skills on an actual basketball court under the supervision of a coach to reinforce what was learned virtually.
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