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The Effectiveness of Virtual Reality in Enhancing Self-Efficacy and Intrinsic Motivation among Adolescent Athletes | ||
| Journal of Advanced Sport Technology | ||
| مقالات آماده انتشار، پذیرفته شده، انتشار آنلاین از تاریخ 13 آبان 1404 | ||
| نوع مقاله: Original research papers | ||
| شناسه دیجیتال (DOI): 10.22098/jast.2025.17621.1423 | ||
| نویسندگان | ||
| Hamed Kheirollahi Meidani* 1؛ Fatemeh Behrooz Damirchi2؛ Masoud Kamali2؛ Naser Rasoulzadeh Jedi3؛ Reze Qabousi4 | ||
| 1PhD student in Sports Management, Faculty of Educational Sciences and Psychology, Mohaghegh Ardabili University, Ardabil, Iran | ||
| 2Master of Sports Management, Faculty of Educational Sciences and Psychology, University of Mohaghegh Ardabili, Ardabil, Iran. | ||
| 3Master of Sports Management, Faculty of Physical Education and Sport Sciences, University of Tabriz, Tabriz, Iran | ||
| 4M.Sc. Student in Sport Management, Faculty of Physical Education and Sport Sciences, Ferdowsi University of Mashhad, Mashhad, Iran | ||
| چکیده | ||
| Background: The present study aimed to examine the effectiveness of a virtual reality intervention in enhancing self-efficacy and intrinsic motivation among adolescent Football players. Methods: A quasi-experimental design with pretest–posttest and control group was employed. Twenty-four male football players (aged 13–18) were randomly assigned to either the experimental (VR) group or the control group (n = 12 per group). The VR intervention, based on the Nintendo Wii Fit platform, spanned eight weeks and included 24 sessions. Self-efficacy was assessed using the Sports Self-Efficacy Scale, and intrinsic motivation was measured with a localized version of the Self-Regulation Questionnaire. Data were analyzed using two-way repeated-measures ANOVA. Results: Statistically significant improvements were observed in both self-efficacy (P = 0.003) and intrinsic motivation (P = 0.010) in the experimental group. A significant time × group interaction effect was found for intrinsic motivation (P = 0.001), with post-test scores in the VR group 17.51% higher than those of the control group. Conclusions: The findings provide empirical validation for VR as a psychologically beneficial training modality in adolescent sport contexts. By fulfilling key psychological needs related to competence, autonomy, and engagement, VR can enhance motivational dynamics and perceived self-regulation in youth athletes. These results suggest that VR-based interventions, when grounded in psychological theory, offer a promising supplementary strategy for coaches, physical educators, and sport psychologists aiming to foster long-term psychological readiness and participation among adolescent athletes. | ||
| کلیدواژهها | ||
| Football؛ Athletes؛ Intrinsic Motivation؛ Self-Efficacy؛ Virtual Reality | ||
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آمار تعداد مشاهده مقاله: 92 |
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