A virtual reality (VR) environment has the ability of training and assessment of different sports skills. Scientists use it for training motor skills, technical skills, military aims, aerospace, astronauts, medicine, neural activities (EMG, EEG, fMRI), rehabilitation, and recreational activities as a simulator to ease performance (
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4). Virtual reality has been used to contribute to many training tasks through the implementation of pedagogical processes, too (
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9). Previous research suggests VR can improve benefits in motor skills. Besides, motor skill structures can be learned in VR and transferred to real-world situations (
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In the VR system, the main goal is the transfer of cognitive and motor skill tasks to the real world (RW) (
10). Although instructors' main goal is not the similarity of the RW and VR tasks, they care about learning something that can be transferred and generalized to another task with different conditions. However, the two different tasks may have some similar elements. These elements can include fundamental movement patterns, perceptual elements, and strategic conceptual similarities. These similar elements cause positive transfer (
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Fundamental movement patterning is the most significant element in the simulation. It means that tasks with different relative timing characteristics have different movement patterns and lead to the production of different generalized motor programs (GMPs). Therefore, the similarity of GMPs is the most important element for transfer between VR and RW situations. However, researchers should pay attention to the target context and environmental situation similarities that affect transfer (
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Most research, on the other hand, suggests that the most application of transfer theory occurs when an individual is in the first step of learning (
11). In the first step of learning, beginners look at two purposes. First, they attempt to acquire movement patterns. Secondly, they attempt to discriminate between the characteristics of the environment of performance that influence the goal achievement and the characteristics that have no influence or only have an indirect influence (
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Literature suggests that RW and VR practice produce comparable improvements in novice golfers (
6). VR increases the benefits of motor skills such as sitting, standing, walking, running, and jumping (
7). The skills of the beginners improve in complex motor tasks through the VR system, and its effect on performance is positive (
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16). In a comparison of video clips versus VR training in handball goalkeepers, visual perception of the ball resulted in better performance in the analysis of visual information in virtual-based training (
17). Although slightly less effective than RW training, a study concluded that VR balance training is an acceptable method for improving balance performance (
18).
Other studies, on the other hand, have yielded conflicting results. Review studies have revealed that weaker studies showed larger effects in favor of VR training than RW. VR refers to a narrow range of constructivist pedagogy in the design of participants' experiences (
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19). Embodied VR can be used for learning RW tasks in a highly controlled environment, which enables applying visual manipulations to an RW full-body task. VR is gaining popularity, but the transfer to the RW is presumably limited due to the lack of embodiment (
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Examining RW and VR teamwork training showed that RW training resulted in more motivation, the perceived value of the training, and knowledge after the training session than VR training. But about the learning transfer measured by the behavior in a real and complex situation, VR training was as good as RW training (
21). A comparison of upper limb movement kinematics in children showed that real table tennis players had smaller wrist angle forehand and slower average speed forehand. The movement patterns of RW and VR were different in this study (
22). Investigation of the transfer of sequential motor learning indicated that the sequential reaching task in VR environments was facilitated after the sequential finger task in RW environments (
23). Participants who train in the RW environment have an improvement in motor performance when they transfer to the VR environment. In contrast, participants who train in the VR environment show a decrease in skill level when transferring to the RW environment (
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Despite the diverse findings in research, In the VR environment, individuals can keep their cognitive clarity during injury times. Because they experience the current data in the RW environment, the application of VR work can retain ready athletes' perceptual processes in the competition (
25). They can train or compete with competitors with low-cost instruments in places other than the gym, in any weather conditions, at any time, in a COVID-19 situation, and controlling environment features in an unreal position. Therefore, VR is an educational window of opportunity for healthy and unhealthy of different age and gender people. It can suggest new perspectives to users and could lead to more understanding via games.
Achieving the transfer of performance outcomes and movement patterns from VR to the RW will help to apply VR systems as an effective educational tool in motor skills. In this study, we concentrate on motor immersion as a nearly unique method. To some extent, the difference between movement patterns of VR and the RW returns to non-modifiable fidelity constraints of the VR system, such as throwing without darts (
22). We controlled modifiable aspects such as a special kind of input control device (Kinect) and task constraint (avatar as an opposing player).