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Virtual reality (VR) provides a fully controlled environment with the potential of making sports training easier. However, to date very few studies concerned creating a locomotion training environment enabling multi-directional movements for mimicking realistic locomotion. This study aims to investigate the validity of using low-cost VR head-mounted display (HMD) for agility training in a virtual environment (VE) for ‘real-walking’ locomotion. Three male college participants (age: 24.00±1.00years, height: 1.68±0.09m, weight: 65.63±4.65kg) participated in this study. They were asked to complete two agility ladder training tasks: the forward and backward icky shuffle, in the real environment (RE) and VE. The correlations of the segment trajectories in the RE and VE were calculated, respectively. Moreover, the correlations of the segment trajectories between the two environments were also calculated. The z-test results show that no significant difference has been obtained in the consistency of the movements between the two environments. Also, high correlations in the segment trajectories were obtained between the virtual and real training environment. The results indicate that it is feasible to use VR HMD for agility training.