{"title":"体育电子游戏与真实运动表现的收敛效度","authors":"M. Buns, K. Thomas","doi":"10.1080/19346182.2012.691509","DOIUrl":null,"url":null,"abstract":"A challenge to expanding quality physical education programs is the expertise of teachers across many sports. In part this challenge exists because fewer experts are available to train pre-service teachers and coaches. Recent trends in instructional theory indicate that traditional forms of education represent only the tip of the iceberg regarding ways that individuals learn (VanDeventer & White, 2007). The purpose of this study was to determine if a relationship exists between a person's basketball knowledge, skills and video game performance. More specifically, does the video game distinguish between those who have played basketball and those who have not? If so, what parts of the video game do that? Fifty volunteers were recruited through flyers at a university in a Midwest community. Measurements included; questionnaire to identify participant basketball playing experience and videogame exposure; basketball knowledge test including tactical content, the AAHPERD Basketball Skill Test (1984) as an assessment of basketball shooting, passing, dribbling, and defensive skills, and three Basketball Video Gameplay sessions using a Nintendo Wii. The project was approved by the IRB, Human Subjects Review Committee. One-way ANOVA indicated that expert basketball players won significantly more video games than their novice counterparts [F (1,36) = 33.9, p < 0.001), E.S. = 0.50; expert M wins = 2.06, SD = 1.1, novice M wins = 0.44, SD = 0.51]. Basketball experience (expert or novice) was significantly related to videogame winning percentage (r = 0.65, p < 0.01) and average point differential (r = 0.63, p < 0.01). Basketball video game performance (wins/losses) was significantly related to basketball knowledge (r = 0.59, p < 0.01) and all four skills tests (shooting r = 0.72, p < 0.01, passing r = 0.67, p < 0.01, dribbling r = − 0.56, p < 0.01, defense r = − 0.62, p < 0.01). Multiple regression analysis indicated basketball experience group was a statistically significant predictor of video game performance (r = 0.544, p = .0012). The videogame was able to distinguish expert from novice basketball players on a number of performance outcomes including; total wins, average point differential, points, rebounds, steals, fouls, field goals, and free throws. Having more knowledge and skill in real world basketball translated to videogame performance, suggesting basketball videogames require similar tactical decisions of players as does real world basketball. Nintendo Wii basketball may be a viable learning tool for teachers or children with limited knowledge of basketball.","PeriodicalId":237335,"journal":{"name":"Sports Technology","volume":"26 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Convergent validity between a sport video game and real sport performance\",\"authors\":\"M. Buns, K. Thomas\",\"doi\":\"10.1080/19346182.2012.691509\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"A challenge to expanding quality physical education programs is the expertise of teachers across many sports. In part this challenge exists because fewer experts are available to train pre-service teachers and coaches. Recent trends in instructional theory indicate that traditional forms of education represent only the tip of the iceberg regarding ways that individuals learn (VanDeventer & White, 2007). The purpose of this study was to determine if a relationship exists between a person's basketball knowledge, skills and video game performance. More specifically, does the video game distinguish between those who have played basketball and those who have not? If so, what parts of the video game do that? Fifty volunteers were recruited through flyers at a university in a Midwest community. Measurements included; questionnaire to identify participant basketball playing experience and videogame exposure; basketball knowledge test including tactical content, the AAHPERD Basketball Skill Test (1984) as an assessment of basketball shooting, passing, dribbling, and defensive skills, and three Basketball Video Gameplay sessions using a Nintendo Wii. The project was approved by the IRB, Human Subjects Review Committee. One-way ANOVA indicated that expert basketball players won significantly more video games than their novice counterparts [F (1,36) = 33.9, p < 0.001), E.S. = 0.50; expert M wins = 2.06, SD = 1.1, novice M wins = 0.44, SD = 0.51]. Basketball experience (expert or novice) was significantly related to videogame winning percentage (r = 0.65, p < 0.01) and average point differential (r = 0.63, p < 0.01). Basketball video game performance (wins/losses) was significantly related to basketball knowledge (r = 0.59, p < 0.01) and all four skills tests (shooting r = 0.72, p < 0.01, passing r = 0.67, p < 0.01, dribbling r = − 0.56, p < 0.01, defense r = − 0.62, p < 0.01). Multiple regression analysis indicated basketball experience group was a statistically significant predictor of video game performance (r = 0.544, p = .0012). The videogame was able to distinguish expert from novice basketball players on a number of performance outcomes including; total wins, average point differential, points, rebounds, steals, fouls, field goals, and free throws. Having more knowledge and skill in real world basketball translated to videogame performance, suggesting basketball videogames require similar tactical decisions of players as does real world basketball. 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引用次数: 3
摘要
扩大高质量体育教育项目的一个挑战是许多体育项目教师的专业知识。这一挑战之所以存在,部分原因在于培训职前教师和教练的专家较少。教学理论的最新趋势表明,传统的教育形式只代表了个人学习方式的冰山一角(VanDeventer & White, 2007)。本研究的目的是确定一个人的篮球知识、技能和电子游戏表现之间是否存在关系。更具体地说,电子游戏是否能够区分那些玩过篮球的人和那些没有玩过篮球的人?如果是这样,电子游戏的哪些部分是这样的?在中西部社区的一所大学通过传单招募了50名志愿者。测量包括;调查问卷确定被试篮球运动经历与电子游戏接触;篮球知识测试,包括战术内容,AAHPERD篮球技能测试(1984),作为对篮球投篮,传球,运球和防守技能的评估,以及使用任天堂Wii的三个篮球视频游戏环节。该项目已获得IRB (Human Subjects Review Committee)的批准。单因素方差分析表明,专业篮球运动员在电子游戏中的胜率显著高于新手[F (1,36) = 33.9, p < 0.001), E.S. = 0.50;专家M胜= 2.06,SD = 1.1,新手M胜= 0.44,SD = 0.51]。篮球经验(专家或新手)与电子游戏胜率(r = 0.65, p < 0.01)和平均分差(r = 0.63, p < 0.01)显著相关。篮球电子游戏成绩(胜败)与篮球知识(r = 0.59, p < 0.01)和四项技能测试(投篮r = 0.72, p < 0.01,传球r = 0.67, p < 0.01,运球r = - 0.56, p < 0.01,防守r = - 0.62, p < 0.01)均显著相关。多元回归分析显示,篮球经验组对电子游戏成绩有显著的预测作用(r = 0.544, p = 0.0012)。这款电子游戏能够在许多表现结果上区分专家和新手篮球运动员,包括;总胜场数、平均分差、得分、篮板、抢断、犯规、投篮和罚球。将现实世界的篮球知识和技能转化为电子游戏表现,这表明篮球电子游戏要求玩家做出与现实世界篮球相似的战术决策。任天堂Wii篮球可能是一个可行的学习工具,教师或儿童的篮球知识有限。
Convergent validity between a sport video game and real sport performance
A challenge to expanding quality physical education programs is the expertise of teachers across many sports. In part this challenge exists because fewer experts are available to train pre-service teachers and coaches. Recent trends in instructional theory indicate that traditional forms of education represent only the tip of the iceberg regarding ways that individuals learn (VanDeventer & White, 2007). The purpose of this study was to determine if a relationship exists between a person's basketball knowledge, skills and video game performance. More specifically, does the video game distinguish between those who have played basketball and those who have not? If so, what parts of the video game do that? Fifty volunteers were recruited through flyers at a university in a Midwest community. Measurements included; questionnaire to identify participant basketball playing experience and videogame exposure; basketball knowledge test including tactical content, the AAHPERD Basketball Skill Test (1984) as an assessment of basketball shooting, passing, dribbling, and defensive skills, and three Basketball Video Gameplay sessions using a Nintendo Wii. The project was approved by the IRB, Human Subjects Review Committee. One-way ANOVA indicated that expert basketball players won significantly more video games than their novice counterparts [F (1,36) = 33.9, p < 0.001), E.S. = 0.50; expert M wins = 2.06, SD = 1.1, novice M wins = 0.44, SD = 0.51]. Basketball experience (expert or novice) was significantly related to videogame winning percentage (r = 0.65, p < 0.01) and average point differential (r = 0.63, p < 0.01). Basketball video game performance (wins/losses) was significantly related to basketball knowledge (r = 0.59, p < 0.01) and all four skills tests (shooting r = 0.72, p < 0.01, passing r = 0.67, p < 0.01, dribbling r = − 0.56, p < 0.01, defense r = − 0.62, p < 0.01). Multiple regression analysis indicated basketball experience group was a statistically significant predictor of video game performance (r = 0.544, p = .0012). The videogame was able to distinguish expert from novice basketball players on a number of performance outcomes including; total wins, average point differential, points, rebounds, steals, fouls, field goals, and free throws. Having more knowledge and skill in real world basketball translated to videogame performance, suggesting basketball videogames require similar tactical decisions of players as does real world basketball. Nintendo Wii basketball may be a viable learning tool for teachers or children with limited knowledge of basketball.