Evaluation of the volleyball coaches’ experience in a 3-dimensions environment

Gilles Lombard, Benjamin Dejong, A. Mouton, M. Cloes
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Abstract

The new technologies in sport can help to reproduce a real game context. Therefore, we aim to characterize the experience of volleyball coaches immerged in a 3D volleyball game to see if the device could be a credible tool in a coaching training program. Seventeen volleyball coaches were immerged into three sequences of a 3D volleyball game with Oculus Rift headset before completing a perceptions’ questionnaire composed by 33 items concerning users’ experience factors and 3 open-ended questions. The results show positive scores for the immersion (M = 6.49, SD = 2.84), positive emotions (M = 5.24, SD = 2.69), judgment (M = 7.70, SD = 1.82) and flow (M = 5.83, SD = 2.75) even if this last result has to be taken carefully. The answers to the open-ended questions confirm those data. Despite some limitations, the link between the results and some important notions of the behaviour change as the intrinsic motivation, the self-determination theory and the learning outcomes seems to emphasize the benefits of an implementation of the device into a coaching training program. Nevertheless, this use has to be limited to the training of observations of the environment rather than the intervention training because of the lack of control on the environment and interaction allows by the 3D device.
三维环境下排球教练员经验评价
体育运动中的新技术可以帮助再现真实的比赛环境。因此,我们的目标是描述排球教练沉浸在3D排球游戏中的体验,看看该设备是否可以成为教练培训计划中的可靠工具。17名排球教练戴着Oculus Rift头戴设备,沉浸在3D排球游戏的三个序列中,然后完成一份由33项用户体验因素和3个开放式问题组成的感知问卷。结果显示沉浸感(M = 6.49, SD = 2.84)、积极情绪(M = 5.24, SD = 2.69)、判断力(M = 7.70, SD = 1.82)和心流(M = 5.83, SD = 2.75)得分为正,尽管最后这一结果需要仔细观察。开放式问题的答案证实了这些数据。尽管存在一些局限性,但结果与行为改变作为内在动机的一些重要概念、自我决定理论和学习结果之间的联系似乎强调了在教练培训计划中实施该设备的好处。然而,由于缺乏对环境的控制和3D设备允许的交互,这种使用必须限于对环境观察的训练,而不是干预训练。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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