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The Effect of Multiball Training on The Target Accuracy of Forehand Strokes and Backhand Drives of Table Tennis Games: Literature Review Fadjri, Mukharrar; Primasoni, Nawan; As, Jusrianto
Asian Journal of Social and Humanities Vol. 2 No. 4 (2023): Asian Journal of Social and Humanities
Publisher : Pelopor Publikasi Akademika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59888/ajosh.v2i4.231

Abstract

Table tennis is a sport that has been popular in the community and loved by the community. This can be seen both in cities and in the countryside, where people of different ages participate in table tennis games, both men and women. The purpose of using this method is to obtain information by the power of scientific sources. This research review is taken from journals, articles, books or literature reviews that are relevant to the content of related problems. Analysis data collection techniques using Google Scholar Database, Science Direct and Pubmed. Meta-analysis is a method for summarizing various research results quantitatively. After reviewing research materials from selected journals, the next step is to analyze and discuss the journal. In this review, 10 journals were examined in an article analysis, consisting of five international journals and five national journals Peer-reviewed journals have publication years between 2015 and 2022. experiments, surveys, and meta - Analysis is used as a research method. The average subject in this study was about 5 to 40 subjects. Based on a review of data analysis results from 10 journals, it can be concluded that training using the multiball method can provide results and increase skills or skills in forehand drive and backhand drive of table tennis games
THE EFFECTIVENESS OF A VIRTUAL REALITY-BASED FOREHAND SMASH TRAINING MODEL IN ENHANCING TECHNICAL SKILLS OF JUNIOR TABLE TENNIS ATHLETES As, Jusrianto; Wulandari, Novita; Septyani, Ninik; Emayanti Anggraeni
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 5 No. 6 (2025): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/morfai.v5i6.3407

Abstract

This study aims to develop and test the effectiveness of the Virtual Reality (VR) based forehand smash training model in improving forehand smash technique skills in table tennis athletes aged 12-16 years. In this study, the VR training model is designed to provide more immersive, flexible, and interactive training, which is expected to accelerate the learning process of forehand smash techniques without space and time limitations. This study used a research and development (R&D) approach involving 30 table tennis athletes who underwent trials of VR-based training models. The results showed that the use of VR had a significant impact on improving forehand smash skills, with an increase in scores between 15% to 30% in the pretest and posttest trials. Statistical analysis using t-test showed a significant difference between pretest and posttest scores (p-value = 0.000), indicating that VR is effective in improving speed, accuracy, and consistency of forehand smash technique. VR technology was also shown to increase athletes' motivation and engagement in training, which are important factors in technique mastery. However, although VR is effective for athletes who are still in the beginner or intermediate stages, this study also showed that highly skilled athletes experienced smaller improvements, which suggests that VR may be more effective for basic technique development. This study suggests continuing to develop VR technology by adjusting the difficulty level of the exercises according to athletes' abilities, as well as improving the comfort and user interface of VR devices. Overall, this study provides strong evidence that VR can be an effective training tool.
Beyond the visual: the lived experience of sensorimotor dissonance in virtual reality table tennis training Wulandari, Novita; As, Jusrianto; Anggraeni, Emayantii; Septyani, Ninik; Fadjri, Mukharrar
Jurnal Konseling dan Pendidikan Vol. 14 No. 1 (2026): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1201600

Abstract

This study explores the essence of table tennis athletes’ lived experiences when using a Virtual Reality (VR)–based forehand smash training model. Using a phenomenological approach, data were collected from provincial-level athletes through in-depth interviews, observation, and training documentation. The findings reveal a central experiential tension: while VR enhances cognitive engagement, decision-making, and technical awareness through immersive and feedback-rich environments, it simultaneously produces a sense of sensorimotor dissonance a mismatch between visual realism and the absence of authentic haptic and physical feedback. Athletes described this as a “different feel,” requiring continuous recalibration between virtual and real-world play. This duality positions VR not as a replacement for conventional training, but as a complementary tool that strengthens perceptual–cognitive aspects of performance while remaining limited in embodied sensory fidelity. These results highlight the importance of designing VR training systems that better integrate multisensory feedback and aligning their use within hybrid training models to optimize skill transfer and athlete experience.