تاثیر واقعیت مجازی (قید عملکردی و ساختاری) و تمرین واقعی بر خودکارآمدی پرتاب دارت

نوع مقاله : علمی- پژوهشی

نویسندگان

1 دانشجوی دکتری رفتار حرکتی، دانشکده تربیت بدنی و علو ورزشی دانشگاه تهران، تهران

2 دانشیار گروه رفتار حرکتی، دانشکده تربیت بدنی و علوم ورزشی، دانشگاه تهران، تهران.

3 استادیار طب ورزشی، دانشکده تربیت بدنی و علوم ورزشی دانشگاه تهران، تهران

چکیده

هدف: محیط های واقعیت مجازی به عنوان مداخله ای مؤثر در آموزش مهارت های حرکتی مورد استفاده قرار می گیرند. هدف از پژوهش حاضر، تعیین تأثیر تمرین واقعیت مجازی بر خودکارآمدی دانش آموزان پسر بود. روش شناسی: نمونه آماری این پژوهش را 36 نفر دانش آموز پسر تشکیل دادند که به صورت نمونه های در دسترس انتخاب شده و به سه گروه تمرین مجازی با قید عملکردی، تمرین مجازی با قید ساختاری و تمرین واقعی تقسیم شدند. پژوهش حاضر در سه جلسه پیش آزمون، تمرین و پس آزمون انجام شد. مهارت پرتاب دارت به عنوان تکلیف انتخاب شد. "پرسش نامه خودکارآمدی ویژه دارت" را دانش آموزان کامل کردند و جمع آوری شد. یافته ها: نتایج نشان داد که تمرین مجازی دارت موجب پیشرفت معنادار خودکارآمدی در دانش آموزان می شود و همچنین تفاوت معناداری بین تأثیر گروه های تمرینی بر خودکارآمدی وجود ندارد. بحث و نتیجه گیری: بنابراین، سیستم واقعیت مجازی می تواند موجب پیشرفت خودکارآمدی مهارت های ورزشی شود.

کلیدواژه‌ها


عنوان مقاله [English]

The impact of virtual reality (functional and structural constraints) and real world training on the self-efficacy of dart throwing

نویسندگان [English]

  • Seyyed Ahmad Mousavi 1
  • Mehdi Shahbazi 2
  • Elahe Arabameri 2
  • Elham Shirzad 3
1 PhD Student in Motor Behavior Department, Faculty of Physical Education and Sport Sciences, University of Tehran
2 . Associate Professor, Motor Behavior Department, Faculty of Physical Education and Sport sciences, University of Tehran, Tehran
3 Assistant Professor, Helth and Sport Medicine Department, Faculty of Physical Education and Sport sciences, University of Tehran, Tehran
چکیده [English]

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's self-efficacy questionnaire was completed by the students and collected. Results: The results showed that virtual training of dart significantly improves students' 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.

کلیدواژه‌ها [English]

  • Exergame
  • Self-Efficacy
  • throwing skill
  • male student
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