<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE ArticleSet PUBLIC "-//NLM//DTD PubMed 2.7//EN" "https://dtd.nlm.nih.gov/ncbi/pubmed/in/PubMed.dtd">
<ArticleSet>
<Article>
<Journal>
				<PublisherName>Shahid Beheshti University</PublisherName>
				<JournalTitle>Sports Psychology</JournalTitle>
				<Issn>2676-3729</Issn>
				<Volume>11</Volume>
				<Issue>1</Issue>
				<PubDate PubStatus="epublish">
					<Year>2019</Year>
					<Month>05</Month>
					<Day>22</Day>
				</PubDate>
			</Journal>
<ArticleTitle>The impact of virtual reality (functional and structural constraints) and real world training on the self-efficacy of dart throwing</ArticleTitle>
<VernacularTitle>The impact of virtual reality (functional and structural constraints) and real world training on the self-efficacy of dart throwing</VernacularTitle>
			<FirstPage>39</FirstPage>
			<LastPage>57</LastPage>
			<ELocationID EIdType="pii">99787</ELocationID>
			
<ELocationID EIdType="doi">10.29252/mbsp.4.1.39</ELocationID>
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>Seyyed Ahmad</FirstName>
					<LastName>Mousavi</LastName>
<Affiliation>PhD Student in Motor Behavior Department, Faculty of Physical Education and Sport Sciences, University of Tehran</Affiliation>

</Author>
<Author>
					<FirstName>Mehdi</FirstName>
					<LastName>Shahbazi</LastName>
<Affiliation>. Associate Professor, Motor Behavior Department, Faculty of Physical Education and Sport sciences, University of Tehran, Tehran</Affiliation>
<Identifier Source="ORCID">0000-0002-2148-4150</Identifier>

</Author>
<Author>
					<FirstName>Elahe</FirstName>
					<LastName>Arabameri</LastName>
<Affiliation>. Associate Professor, Motor Behavior Department, Faculty of Physical Education and Sport sciences, University of Tehran, Tehran</Affiliation>
<Identifier Source="ORCID">0000-0001-5948-7288</Identifier>

</Author>
<Author>
					<FirstName>Elham</FirstName>
					<LastName>Shirzad</LastName>
<Affiliation>Assistant Professor, Helth and Sport Medicine Department, Faculty of Physical Education and Sport sciences, University of Tehran, Tehran</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2018</Year>
					<Month>11</Month>
					<Day>25</Day>
				</PubDate>
			</History>
		<Abstract>Purpose: Virtual reality environments are used as an effective intervention in motor skills training. The purpose of this study was to determine the effect of virtual reality training on self-efficacy of male students. Methods: The statistical sample of this study were 36 male students who were selected as available samples and divided into three; Functional constraint virtual training, Structural constraint virtual training, and Real world training groups. The present study was conducted in three sessions of pre-test, training and post-test. Dart throwing skill was selected as the task. Special dart&#039;s self-efficacy questionnaire was completed by the students and collected. Results: The results showed that virtual training of dart significantly improves students&#039; self-efficacy, and there is no significant difference between the effects of training groups on self-efficacy. Conclusion: Therefore, virtual reality system can enhance the self-efficacy of sports skills.</Abstract>
			<OtherAbstract Language="FA">Purpose: Virtual reality environments are used as an effective intervention in motor skills training. The purpose of this study was to determine the effect of virtual reality training on self-efficacy of male students. Methods: The statistical sample of this study were 36 male students who were selected as available samples and divided into three; Functional constraint virtual training, Structural constraint virtual training, and Real world training groups. The present study was conducted in three sessions of pre-test, training and post-test. Dart throwing skill was selected as the task. Special dart&#039;s self-efficacy questionnaire was completed by the students and collected. Results: The results showed that virtual training of dart significantly improves students&#039; self-efficacy, and there is no significant difference between the effects of training groups on self-efficacy. Conclusion: Therefore, virtual reality system can enhance the self-efficacy of sports skills.</OtherAbstract>
		<ObjectList>
			<Object Type="keyword">
			<Param Name="value">Exergame</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Self-Efficacy</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">throwing skill</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">male student</Param>
			</Object>
		</ObjectList>
<ArchiveCopySource DocType="pdf">https://mbsp.sbu.ac.ir/article_99787_246933612f4c92caba9bfd95535a18a0.pdf</ArchiveCopySource>
</Article>
</ArticleSet>
