Branşa özgü beceri öğretiminde sanal gerçeklik uygulamasının etkisinin incelenmesi
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Tarih
2024
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
Çanakkale Onsekiz Mart Üniversitesi
Erişim Hakkı
info:eu-repo/semantics/openAccess
Özet
Bu çalışmanın amacı saha antrenmanlarına ek olarak gerçekleştirilen sanal gerçeklik (Virtual reality, VR) çalışmalarının basketbola özgü teknik beceri üzerindeki etkisini incelemektir. Çalışmaya 14-16 yaş aralığında daha önce basketbol eğitimi almamış 17 lise öğrencisi gönüllü olarak katılmıştır. Katılımcılar Deney Grubu (DG) ve Kontrol Grubu (KG) olmak üzere iki gruba ayrılmıştır. Her iki grup 8 hafta boyunca haftada iki gün 45 dk'lık basketbol saha antrenmanı gerçekleştirirken deney grubuna ayrıca haftada iki gün 15 dk'lık seanslarda sanal gerçeklik basketbol egzersizleri uygulanmıştır. 8 haftalık uygulama süreci öncesinde ve sonrasında gruplara top sürme, slalom, şut ve stop şut testleri uygulanmıştır. Deney grubuna ayrıca 8 hafta sonunda sanal gerçeklik değerlendirme anketi uygulanmıştır. Araştırma sonucunda KG grup içi ön test-son test karşılaştırmasında anlamlı bir fark saptanmazken DG tekrarlı ölçümlerinde top sürme, slalom ve stop şut testlerinde son test lehine anlamlı fark görülmüştür (p<0,05). Gruplararası tekrarlı ölçüm fark puanlarının karşılaştırmasında ise stop şut testinde DG lehine anlamlı fark görülmüştür (p<0,05). Sonuç olarak 8 haftalık saha antrenmanlarına ek olarak gerçekleştirilen sanal gerçeklik çalışmalarının basketbolda top sürme, slalom ve stop şut becerisi üzerinde etkili olduğu görülmüştür.
The aim of this study is to examine the impact of virtual reality (VR) exercises conducted in addition to on-court training on basketball-specific technical skills. Seventeen high school students, aged between 14 and 16, who had not received prior basketball training, volunteered for the study. Participants were divided into two groups: the Experimental Group (EG) and the Control Group (CG). Both groups engaged in 45-minute basketball court training sessions twice a week for eight weeks, while the EG additionally received 15-minute sessions of virtual reality basketball exercises twice a week. Before and after the 8-week intervention period, dribbling, slalom, shot, and stop shot tests were administered to both groups. Additionally, the EG underwent a virtual reality assessment survey after the 8-week period. The research results showed no significant difference in within-group pre-test to post-test comparisons for the CG, whereas the EG exhibited a significant improvement in repeated measurements of dribbling, slalom, and stop shot tests (p<0.05). In the between- group repeated measurement difference scores, a significant advantage for the EG was observed in the stop shot test (p<0.05). In conclusion, the virtual reality exercises conducted in addition to the 8-week on-court training were found to be effective in improving dribbling, slalom, and stop shot skills in basketball.
The aim of this study is to examine the impact of virtual reality (VR) exercises conducted in addition to on-court training on basketball-specific technical skills. Seventeen high school students, aged between 14 and 16, who had not received prior basketball training, volunteered for the study. Participants were divided into two groups: the Experimental Group (EG) and the Control Group (CG). Both groups engaged in 45-minute basketball court training sessions twice a week for eight weeks, while the EG additionally received 15-minute sessions of virtual reality basketball exercises twice a week. Before and after the 8-week intervention period, dribbling, slalom, shot, and stop shot tests were administered to both groups. Additionally, the EG underwent a virtual reality assessment survey after the 8-week period. The research results showed no significant difference in within-group pre-test to post-test comparisons for the CG, whereas the EG exhibited a significant improvement in repeated measurements of dribbling, slalom, and stop shot tests (p<0.05). In the between- group repeated measurement difference scores, a significant advantage for the EG was observed in the stop shot test (p<0.05). In conclusion, the virtual reality exercises conducted in addition to the 8-week on-court training were found to be effective in improving dribbling, slalom, and stop shot skills in basketball.
Açıklama
Lisansüstü Eğitim Enstitüsü, Spor Bilimleri Ana Bilim Dalı
Anahtar Kelimeler
Spor, Sports