A.A. Eman and F.K. Naglaa
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1 World Journal of Sport Sciences 3 (S): , 2010 ISSN IDOSI Publications, 2010 Effectiveness of an Educational Program via Animated Movies Improving a Number of Cognitive Visual and Dynamic Visualisation Skills and Learning Some Rhythmic Gymnastics Skills (Comparative Study) A.A. Eman and F.K. Naglaa Department of Curricula and Methodology, Faculty of Physical Education, Alexandria University, Egypt Abstract: Animated movies could be very useful comprehending and promptly applying motional skills. In addition to animated movies watched on computers, Flipbooks are very interesting for children and illustrating skills. Both researchers chose the topic, with a suggestion of an educational program for children under 6 years old, comparing both animated means, aiming to illuminate their effect on a number of cognitive visual and dynamic visualisation skills and learning some rhythmic gymnastics skills, The experimental method was the most suitable for the research. The research community was selected to be 40 under six-year old junior athletics, of Alexandria Sporting club gymnastics school. Application consumed six and a half months. Results shed light on indicative statistical differences between average telemetry degrees of both experimental groups concerning improving skills, some visual cognitive skills for a number of rhythmic gymnastics skills; for the group using computers. Key words: Computers % Flipbooks % Rhythmic gymnastics skills % Visual cognitive skills INTRODUCTION priority in the importance of physical learning. It is essential for a teacher of physical education to have Rhythmic gymnastics is considered one of the modern teaching methods, allowing him to convey correct competitive activities; its results are counted indications information to the learner. of highly developed countries. It is a sport where the Animated movies displayed via computers is one of human body vastly deals with the laws of nature, the modern methods of education, that works on mechanics, physiology, anatomy, psychology and activating the child s imagination, educates him and education [1]. Rhythmic gymnastics aim at reaching entertains him. And it is important for learning physical highest performance levels. This target is achieved skills, in taking and quick performance. Also the Flipbook through learning, acquiring and developing special skills is one of the best well-known animated cartoons. It is and advancing physical and innovative abilities, in based on an interesting idea for children to visualise skills addition to forming the psychological and mental in animation in addition to animated movies on computers. characteristics suitable for performance demands [2,3 ]. Accordingly the idea was elaborated on how to make use The education process basically depends on a of both methods in the teaching process by holding a number of factors, like means of educating, means of comparison to conclude which method is best for presenting educational experiences.therefore, education rhythmic gymnastics female players, as far as teaching based on experiment, appliance and variability of and skilful performance level improvement are concerned. educational situations is transferred easier and faster. No research or study has ever approached this topic, This makes the lesson more interesting and exciting and especially concerning the Flipbook. Both researchers fills it with desired ideal performance [4]. Othman [5] chose the topic, with a suggestion of an educational confirmed, based on Ukran and Shwes, that acquiring, program for children under 6 years old, comparing both learning and mastering physical skills basically depend animated means, aiming to illuminate their effect on on dynamic visualization. It is the process of obtaining dynamic visualisation, some visualisation skills and the primary image of the movement, which is the first learning some rhythmic gymnastics skills [6, 7]. Corresponding Author: A.A. Eman, Department of Curricula and Methodology, Faculty of Physical Education, Alexandria University, Egypt. 367
2 Target of Research: Designing an animated cartoon program was applied on the first experimental group; while program using computers and flipbooks, for children flipbooks program was applied on the second under six years old and identifying the effect of each of experimental group. them on: Homogeneity of Research Sample: Homogeneity of C Improving some cognitive and visual skills. research sample was set through calculating torsion C Improving the dynamic visualization to some coefficient of the following variables: basic variables, rhythmic gymnastics skills. which are the variables related to individual factors C Learning some rhythmic gymnastics skills. (height, weight, age) general intelligence, testing the ability of physical learning. Hypotheses: Variables related to experimental factors, cognitive and visual skills test, dynamic visualisation test and C There are statistical differences between average level evaluation of rhythmic gymnastics skills subject of telemetric degrees of measurement for each group research. It was concluded that torsion coefficient for improving some cognitive and visual skills. The basic variables for each group and for both together is statistics are in favour of the group using computer. characterised by normal distribution. Results are within C There are statistical differences between average ±3 which indicates rationality and coherence of members telemetric degrees of measurement for each group of sample. improving dynamic visualisation of some rhythmic gymnastics skills. The statistics are in favour of the Measurements and Tools of Research group using flipbook. First: Measurements C There are statistical differences between average Height: using the Rest meter to the nearest cm - Weight: telemetric degrees of measurement for each group using medical scale, to the nearest kg - Age: to the nearest improving performance level of some rhythmic 1 month. gymnastics skills. The statistics are in favour of the group using computer. Second: Tools IQ Test: (Good Enough): drawing the man. The target is MATERIALS AND METHODS measuring the children s general intelligence. Steady percentage reached was ( ) accuracy factor (0.79) This research depends on the experimental [8-10]. methodology through creating two equal experimental groups. Evaluation took place for both groups before Physical Learning Ability Test: Lutzner Cells (1974): and after the experiment. This particular cell was chosen because it is easy to apply and has been applied before in pre-school stage in Egypt Areas of Research [9-11]. Lutzner Cell is composed of three tests: Personal Time Interval: Main experiment was applied from 8 March test - Change test - Backward directed test to 11 June Consistency and Accuracy of the Test: Accuracy factor Location: Alexandria Sporting Club. reached ( ), while consistency factor reached ( ). Human Sphere: Including Tests of Physical Abilities Related to Skills (Subject of Research Sample: The sample was chosen randomly from Research): All physical abilities related to rhythmic a group of 4-6 year-old girls with an average age of gymnastics skills were specified through previous (±5.220 years old) from Alexandria Sporting Club researches [2, 3, 12, 13]. A number of tests were selected gymnastic school. 40 girls were selected as a sample to measure the physical abilities related to the eight after excluding those who did not complete their skills (subject of research) through references and evaluation and those with no consistent attendance. previous studies. Consistency and accuracy of the tests: Girls were divided into two experimental groups, 20 girls accuracy factor reached ( ), while consistency in each group. Animated cartoon on the computer factor reached ( ). 368
3 Dynamic Visualization Test: This test was used by Abdallah and Fathi [14], Lead by these tests, the researchers prepared for the tests as follows: Every skill was divided according to basic stages, a number of unanimated pictures was selected for the same cartoon character - one of the characters used in animated cartoon program - illustrating stages of every skill (Appendix 1). Consistency and Accuracy of the Tests: Accuracy factor reached ( ), while consistency factor reached ( ). World J. Sport Sci., 3 (S): , 2010 Cognitive and Visual Skills Test: This test was used by Ismail [15]. It was applied on junior rhythmic gymnasts. The test is comosed pof seven dimensions and it was applied on an age stage that is different from the research sample, therefore two appropriate tests were chosen: OCR (Optical Character Recognition) and (Visibility Determination). Consistency and Accuracy of the Tests: Accuracy factor reached ( ), while consistency factor reached ( ). Skills Observation Card: This study relied on a legalized observatory card indicating performance level. Consistency and Accuracy of the Tests: Accuracy factor reached ( ), while consistency factor reached ( ). Suggested Animated Cartoon Program: This study mainly depends on two means of displaying animated cartoons: computer and flipbooks. The program was designed through a number of stages: Specifying Program Content: Targeted physical skills were specified, according to age stage compatible with rhythmic gymnastics code of point [16] and Egyptian Federation Gymnastics regulations. Designing Animated Cartoon Program: The current study depended on displaying physical skills using computers and flipbooks. Both were designed as follows: First: Steps of Designing a 3 Dimension Animated Cartoon Program Using Computers: 8 Video shots were taken for previous skills for a rhythmic gymnast in Alexandria Sporting Club. Video shots were flawless and with a high resolution. Both researchers worked on Fig. 1: A popular cartoon character Table 1: Number of Shots, Units and Lessons; Animated Cartoon Program Skill's name No. of shots No. of units No. of lessons Flexible stand Flexibility of the kneeling pivot(horizontal) pivot (Passé) balance (Passé) Front scale Split leap Vertical Jump saving the video shots on the computer. The skills were separated via Vegas program and downloaded on a CD and handed to a programmer, with an elaborated explanation of the idea and requirements of each skill. Researchers assisted by the programmer selected a popular cartoon character through the internet called Sadie (Fig. 1). The programmer used 3D Max for designing a 3dimension animated cartoon through the following steps: Create Model, Install a Himation Biped, Lighting adjustment, Create Surrounding Environment. After primary preparation, the researchers examined the program to ensure validity and that it is free of deficiencies. Some technical issues were amended for a number of skills: Head positions, foot positions and knee positions in Dashes (jumps) and balancing skills. Completing rotations to 360 degree Built upon Rotations, in addition to amending the basin position in both flexibility skills. After the program was received from the designer, it was primarily ready. Second: Steps of Making the Flipbook: After amendments were done the program was directed by a Render Sequence for each skill. Using the computer, skills in the program were divided into animated cartoon shots. Every skill was elaborated in a number of shots, illustrated in Table
4 looking elsewhere calls the name of one of the animals; all children are to move towards the animal s picture imitating its movement. The one who stays on a wrong corner is excluded. The winner stays last. Content of Physical Fitness (25 Minutes in Every Fig. 2: Model Of Flipbook Lesson): E.g.1: Flexibility of spine and strengthening of back muscles: Using these shots, both researchers worked on producing pictures via Adobe photo shop.pictures were C Lying face down, arms ahead, pulling body high printed and divided into cm, then hardened by backwards and stability as much as possible. The on-sided board, in order to facilitate turning pages activity is to be repeated with or without assistance. (Fig. 2). Application was designed to meet age group C Standing up, arms up (the assistant to place her features and targets of the proposed study. hands behind the player s waist). Bend the back Accordingly the content was now primarily ready. backwards to touch the ground with both hands, The content of the animated cartoon program was arms and knees stretched. Could be repeated without displayed to a number of computer experts, rhythmic assistance. gymnastics experts and teaching methods experts in C Lying face down, the assistant puts one hand on the order to ensure compatibility of the content with the age back of the gymnast the other hand under the thighs group of the girls and the logical upgrading of learning to assist push the legs upwards. physical skills. Based on experts suggestions, the C (standing, facing wall bars, arms up) bending the content was edited and formed in its final version. back backwards to touch the ground with arms and Based on the experts opinions and lead by scientific knees stretched. references the content of the program was divided into C Lying face down on a box, feet hooked in wall bars, 12 units, each unit including three lessons. Contents of arms waist bent, moving body upward and back. each unit was specified and divided into lessons. The E.g. 2: Flexibility of thigh joints. program was now complete in its final version and C Standing back to wall bars, swinging right leg applicable. forward and repetition, then staying still in the highest point possible, with assistance. Repetition Content of Educational Program Using Animated with the other leg. Cartoons C Standing facing the wall bars, fixing the right leg General Objectives upwards on the wall bars, bending elbows, holding Psycho-Physical Objective: Learning rhythmic bars by arms; trying to get legs closest to face, gymnastics skills. assisted by the arms. Repetition using the other leg. E.g. 3: Strengthening leg muscles. Cognitive Objective: Knowing and understanding the C (Standing) raising right leg upwards, standing still correct performance of the skill. and raising heels of the other leg for the longest time possible. Repetition to other leg. Emotional, Psychological Objective: Relaxation and C Standing, leaning on the wall, bending the knees and visualising the skill - effort during appliance - cooperation staying still, in addition to raising the heels for the with partner - bearing responsibility. longest time possible. E.g. 4: Flexibility and strength of ankle. Content of Warming up (5 Minutes in Each Lesson): C Kneeling hands on the floor. Lifting the knees high E.g. 1: Back to back game. Every child has a partner, one and staying still - lifting the hips upwards with arms catcher is left without a partner, as the coach calls back stretched and staying still. Content of educational to back and every child leaves the partner and finds part (30 minutes in every lesson). another one. The child left without a partner plays the C Both researchers worked on introducing the skill catchers role this time. E.g. 2: Sheep, goat, cow and horse verbally to the learners in order to drag their game. Each picture of sheep, goat, cow and horse is to be attention. placed on a corner of the room. Music plays, as the music C Queuing the learners in a form that allows them see stops, children should choose a corner. The teacher and listen carefully. 370
5 C For the first experimental group: displaying parts of C (Long sit - arms up) bending the body forward to the animated cartoons via computers, along with touch the knees, while bending the elbows and both researchers explanations. staying still. C For the second experimental group: displaying parts of the animated cartoons via flipbook, along with Relaxations: both researchers explanations. C (Sitting) normal several breaths - concentrating on a C Displaying parts and stages of the skill performance distant object for 30 seconds. and keeping the computer image steady and C (Sitting) massaging the eyes with hand palm to highlighting the involved parts of the body. decrease eye muscles exhaustion. C Displaying stages of the skill performance, by the C (Sitting) closing the eyes a number of times and flipbook and highlighting the involved parts of the relaxing. body. C Redisplaying the whole skill activity performance, Main Study closing the eyes and breathing a number of times. Before Study Evaluation: Was applied for both C Keeping the eyes closed, the learners shall imagine experimental groups, in all tests: physical abilities, themselves performing the skill exactly as the model. dynamic visualisation, cognitive and visual skills and C Encouraging the learners apply mental performance evaluation of skill performance level. of the model. C The learner is asked to try performing the watched Applying The Suggested Program: The first skill. experimental group was illustrated using the C Repetition and Tendency to correct the mistakes computes, while the second experimental group was rapidly. illustrated using the flipbook. C Facing incorrect performance via repeating The application on sample was during the period displaying the model skill. Gradually correcting the from 8 March 2009 to 11 June 2009.The program was mistakes according to importance. applied as follows: C After correcting the basic mistakes, the learners are asked to repeat the performance continuously. Application Duration: 12 weeks, including 12 units, each divided into 3 lessons per week. The program Content of Applied Part (25 Minutes Each Lesson): included 36 lessons (Table 1). Each lesson duration is C Perform individual exercise and bilateral exercise. 90 minutes. C The learner is asked to try performing the skills and correct there position. After Study Evaluation: After all experimental program C The learner is asked to close her eyes, relax and units were applied, the after study evaluation was held remember the animated cartoon. Then repeat to all samples on the same tests held before study. performance successively, in all skills. Statistical Treatments: The following methods were Content of Relaxation (5 Minutes in Each Lesson): used: mean, broker, standard deviation, torsion Stretches for All Parts of the Body: coefficient, simple correlation coefficient, percentage of C Lying face down, bending elbows beside the body, improvement; test of two different groups, test of bending the body backwards, to touch the knees. differences in the same group. Appendix 1: Dynamic visualization test Fig. 1: The dynamic visualization test of pivot (Passé) 371
6 Fig. 2: The dynamic visualization test of pivot (Horizontal) Fig. 3: The dynamic visualization test of Flexible stand Fig. 4: The dynamic visualization test of Flexible stands Flexibility of the kneeling Fig. 5: The dynamic visualization test of balance (Passé) Fig. 6: The dynamic visualization test of balance Front scale 372
7 Fig. 7: The dynamic visualization test of Vertical Jump Fig. 8: The dynamic visualization test of Split Leap RESULTSAND DISCUSSION As illustrated in Table 2, statistical differences between average degrees after study for both Results of Cognitive and Visual Skills: Table 2 showed groups improving some cognitive and visual skills that there were statistical differences at level 0.01 and recommending computer using group. Both between computer group and flipbook group. Results researchers advise using computers to display recommend computer group. animated cartoon, as their experiment resulted in effective training on proper thinking, attention Results of Dynamic Visualization: Table 3 showed that concentration, which fulfilled a number of their needs, there were statistical differences between computer accordingly dragged the students attention. Also the group and flipbook group in dynamic visualization, only students tried to imitate the physical skills they have in fore - balance at 0.01 recommending computer group, watched during the lessons, which affected positively No further differences between Computer group and increasing implementation duration and utmost benefit flipbook group in dynamic visualization rhythmic of time. gymnastics activity skills subject of research. This result matches the opinion of Merrill et al. [17] Amin and Azmy [18] that success of skilful performance Results of Performance Level Evaluation: Table 4 primarily requires visual cognition, which cannot be showed that there were statistical differences at achieved only through the visual system; it also requires level 0.01 between computer group and flipbook mental applications, followed by practical performance. group in performance level evaluation of rhythmic Usually before performance the learner watches a practical gymnastics skills subject of research, recommending illustration affecting knowledge, imagination and computer group. understanding. Animated cartoons using computers are Table 2: Indications of differences between both experimental groups (computer - Flipbook) concerning cognitive visual skills after experiment PC n=20 Flip book n= The statistical implications M ± SD M ± SD The diff between middle T test Percentage diff % Visual cognitive skills Visual discrimination ** Determine the visibility ** Not: Level of significance ** 0.01 = 2.71 * *0.05 =
8 Table 3: Indications of differences between both experimental groups (computer - flipbook) in the test of dynamic visualization after the experiment PC n=20 Flip book n= The statistical implications M ± SD M ± SD The diff between middle T test Percentage diff % Dynamic visualization Flexibility of the kneeling balance (Passé) pivot(horizontal) Split leap Front scale ** Vertical Jump Flexible stand pivot (Passé) Not: Level of significance ** 0.01 = 2.71 * 0.05 = 2.02 Table 4: Indications of differences between both experimental groups (computer - flipbook) in the in the evaluation of performance level PC n=20 Flip book n= The statistical implications M ± SD M ± SD The diff between middle T test Percentage diff % The level of performance Flexibility of the kneeling ** balance (Passé) ** pivot(horizontal) ** Split leap ** Front scale ** Vertical Jump ** Flexible stand ** pivot (Passé) ** Not: Level of significance ** 0.01 = 2.71* 0.05 = 2.02 used to illustrate an idea or a physical activity; they also visualisation improvement depended on improving enrich the emotional effect towards the events displayed children s attention, due to a number of factors: watching on the screen. It is important for learning, understanding animated pictures, interesting issues for a first time and performing physical skills; which proves credibility learner, in addition to repetition of displaying the first assumption. interesting items [20], also the popular cartoon character Results illustrated in Table 3 indicate the following: assisted on coherence of information and facilitated Statistical differences between the experimental groups, remembering and recalling images; which partly proves computer using and flipbook using groups in the test the credibility second assumption. degrees after study in dynamic visualisation only at fore Results illustrated in Table 4 indicate the following: - balance 0.01 for the computer using group. There were Statistical differences between average degrees before no other statistical differences between the two and after improving skills performance level of some experimental groups, the computer using and flipbook rhythmic gymnastics skills for the computer using group using in the after study test degrees in dynamic after study application. This study matches Wilkinson s visualisation rhythmic gymnastics skills subject of study [21-24]. These studies confirm the effectiveness of research; which indicates closeness of both groups, animated cartoons displayed using computers, improving computer and flipbook. the performance level of a number of physical skills. Salama [19] states that using modern technology The development of computers and programming allowed learning physical skills, especially ways that have the using computers as other educational tools, in addition ability of slowly presenting physical movement details computer quality is not negatively affected as other in addition to verbal instructions, are one of the best educational tools. These results match the results of and most important means of improving dynamic Alzoghby and Aly [25], which concluded that animated visualisation. Both researchers also affirm that dynamic cartoons affected positively the skills performance 374
9 level of the students. It also matches the results of 7. Fenrch, P., Practical Guidelines for grating Abdel Samie et al. [26], that pictures and animated instructional Multimedia applications, Dryden cartoons are one of the best effective methods acquiring st Press, 1 edition, pp: experience, as animation and colours creates a lively 8. Serageldin, M., Effectiveness of the program show, with a closer image to reality, which attracts the by using the movements expressive style of learners attention and speeds up the educational exploration on the development of innovation motor procedure; which proves the credibility of the third for the preschool child. Ph.D. Thesis, Faculty of assumption. Physical Education, Tanta University, Egypt, pp: 72. CONCLUSION 9. Rasmy, O., Experimental study, factors affecting dynamic innovation for kindergarten children. Ph.D. Based on the research results, both researchers Thesis, Faculty of Physical Education, Alexandria University, Egypt, pp: concluded the following: 10. Fathy, N., The Effect Of A Suggested C The educational program using animated cartoons Movement Education Program Using Stable And Labile Surfaces On The Sensory Organization And displayed via computers was proved better than Motor Patterns Related To Rhythmic Gymnastics using animated cartoons on flipbooks, concerning For Pre- School Children, Ph.D. Thesis, Faculty of improving a number of cognitive visual skills for Physical Education, Alexandria University, Egypt, junior rhythmic gymnasts. pp: 27. C As far as dynamic visualisation is concerned, 11. Said, F., Proposed program for developing experiment results were close for both groups, some main movements and its effect on teaching computer using and flipbook, for junior gymnasts. some gymnastic skills to kindergarten children. Ph.D. C Concerning skills performance level improvement, the Thesis, Faculty of Physical Education, Alexandria computer using program has proved better results University, Egypt, pp: 45. than the flipbook using program, for junior gymnasts. 12. Abdel Rahman, N.A. and M. Ragab, Rhythmic RECOMMENDATIONS Gymnastics, theory and application. Dar Al-Hikma Library, Alexandria, Egypt, pp: Abdallah, E., Effectiveness of using computer Further benefit of research concerning animated for individual self-education program for Faculty of cartoons program, by publishing on the internet for Physical Education students and their rhythmic rhythmic gymnasts training. Necessity of including gymnastics performance level. Ph.D. Thesis, Faculty technology skills in general and animated cartoons in of Physical Education, Alexandria University, particular within the program of teaching skills. Egypt, pp: Abdallah, E. and N. Fathi, Effectiveness of REFERENCES Flipbook animated cartoon program learning some rhythmic gymnastics skills. Al haram magazine, 1. Al Hagrassy, S.K., Rhythmic exercises and Helwan University, Egypt, pp: 174. rhythmic gymnastics. Al Ghad Print house, Cairo, 15. Ismail, M., Effectiveness of visual program on Egypt, pp: 5-6. some visual skills and dynamic visualisation and 2. Jembskaia, J.N. and Y. Titov, Rhythmic their relation with skills performance level and Gymnastics. Human, U.S.A., pp: 15. control for junior rhythmic gymnasts Published 3. Al Bahhar, Y. and S. Tantawy, Basics of research, Comprehensive Education Researches rhythmic gymnastics training. Faculty of Physical magazine, first folder, mid-year edition, J. Faculty of Education, Cairo, Egypt, pp: 45, 49, 70,10. Physical Education, Zagazig University, Egypt, 4. Shehata, H., Curriculum. Arab House Library 5: 162. Book, Cairo, pp: Technical Committee of Rhythmic Gymnastics, Othman, M.A., Dynamic learning and physical Code of Points of Rhythmic Gymnastics, FIG, education, Kuwait, pp: pp: 16-24, Abo El Wafa, F.A., Animated cartoons as an 17. Merrill, P.F., K. Hammons, B.R. Vincent and educational method in Egypt, M.Sc. Thesis, Faculty P.L. Reynolds, Computers in Education. Allyn of Applied Arts, Helwan University, Egypt, pp: 2. rd & Bacon, 3 Ed., U.S.A, pp:
10 18. Amin, Z.M. and N.G. Azmy, Multimedia 24. Abdel Halim, O.A., An educational program authoring systems. Al Hoda for Publishing and using animated cartoons and their affect on dynamic Distribution, Menia, Egypt, pp: 27. visualization and teaching some artistic gymnastics 19. Salama, I.A., Motion Science and Physical skills for children 6-8 years old. M.Sc. Thesis, Faculty Training. National Printing and Publishing House, of Physical Education, Alexandria University, Egypt, Alexandria, Egypt, pp: 98. pp: Mahmoud, A., General Psychology. Al Gharib, 25. Alzoghby, A.S., S.A. Aly, The effect of using Egypt, pp: animated movies on developing physical features 21. Wilkinson, C., F. Hillier, G. Padfield and J. Harrison, and learning some physical skills in the lesson of The Effects of Volley Ball Software on Female physical education of first grade students. J. Fac. Junior High School Students Volley Ball Physical Education, Menoufeya Univ., Egypt, 2: 324. Performance. Physical Educator J., 3: Abdel Samie, M., M. Lotfy and S. Abdel Monem, 22. Gad, M.M., Dynamic skills taught via animated Communication and educational means. cartoon and various computer programs. Ph.D. Book Center for Publishing, Cairo, Egypt, pp: 52. Thesis, Faculty of Physical Education, Helwan University, Egypt, pp: Rabie, G.H. and H. Gharieb, Effective program, dynamic expression using animated cartoons for skills performance level and physical fitness factors related to health in physical education lessons for first grade female students in the UAE. Comprehensive Education Researches magazine, Faculty of physical education, Zagazig University, Egypt, 2:
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