Journals / Spor Bilimleri Araştırmaları Dergisi / 2026 / Cilt: 8 Sayı: 1

The Effect of Virtual Reality Training on Heading Skills in 12-13 Years Old Child Footballers

12-13 Yaş Çocuk Futbolcularda Sanal Gerçeklik Antrenmanının Kafa Vuruşu Becerisine Etkisi

Emre Gürbüz(MANİSA CELÂL BAYAR ÜNİVERSİTESİ, SAĞLIK BİLİMLERİ ENSTİTÜSÜ)0000-0003-1205-9387
Murat Taş(MANİSA CELÂL BAYAR ÜNİVERSİTESİ, SPOR BİLİMLERİ FAKÜLTESİ)0000-0003-2940-903X
Pages
43–56
Publication Date
2023-02-28
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

As a result, it was concluded that virtual reality technology can be used as an effective training method in the development of heading skills in football.

📌 3 Key Takeaways

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Objective & Hypothesis:This study aims to evaluate the effectiveness of the heading skills of virtual reality training in 12–13 years old child football players. 24 child football players between the ages of 12-13, licensed by the Turkish Football Federation as amateur athletes, participated in this study. 24 volunteer participants participated in the 8-week training process in 3 groups.
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Key Findings & Data:Each group has 8 players.
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Conclusion & Impact:As a result, it was concluded that virtual reality technology can be used as an effective training method in the development of heading skills in football.
🔬Design:Modeling & Simulation
📍Scope:2020 Verileri
⚙️Variables:Futbol · Antrenman · Sanal Gerçeklik

Abstract

This study aims to evaluate the effectiveness of the heading skills of virtual reality training in 12–13 years old child football players. 24 child football players between the ages of 12-13, licensed by the Turkish Football Federation as amateur athletes, participated in this study. 24 volunteer participants participated in the 8-week training process in 3 groups. Each group has 8 players. These groups are as follows; first, the VR group which performs football heading shoot skill only with virtual technology method, second, VR and traditional method group which uses virtual reality and traditional methods in a mixed way, third, the control group which uses only traditional methods. The instructional design model carried out in the research is five-stage instructional design model developed by Kalkan and Çamlıyer (2020). The performance test of the research was carried out as a pre-test, mid-test, and post-test. As a result, it was concluded that virtual reality technology can be used as an effective training method in the development of heading skills in football.

Özet

Bu çalışmanın amacı, 12-13 yaş arası çocuk futbolcularda sanal gerçeklik antrenmanının kafa vuruşu becerisinin etkisinin değerlendirilmesidir. Araştırmaya 12-13 yaş arasında, Türkiye Futbol Federasyonu tarafından amatör sporcu lisansına sahip 24 çocuk futbolcu katılmıştır. 24 gönüllü katılımcı, sadece sanal gerçeklik teknolojisi yöntemi ile futbol kafa vuruşu becerisini uygulayan SG grubu, sanal gerçeklik ve geleneksel yöntemlerin karma bir şekilde kullanıldığı SG ve geleneksel yöntem grubu ve sadece geleneksel yöntemlerle antrenman yapan kontrol grubu olarak, 3 ayrı gruba 8’er kişi olarak ayrılarak 8 haftalık antrenman sürecine katılmışlardır. Araştırmada, Kalkan ve Çamlıyer (2020) tarafından geliştirilen beş aşamalı öğretim tasarım modeli kullanılmıştır. Araştırmanın performans testi ön-test, ara-test ve son test olmak üzere gerçekleştirilmiştir. Araştırmanın sonucu olarak elde edilen bulgular sanal gerçeklik teknolojisinin futbolda kafa vuruşu becerilerinin geliştirilmesinde etkili bir antrenman yöntemi olarak kullanılabileceği sonucuna varılmıştır.

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Cite This Article

Gürbüz, E., Taş, M. (2023). The Effect of Virtual Reality Training on Heading Skills in 12-13 Years Old Child Footballers. Spor Bilimleri Araştırmaları Dergisi, Cilt: 8 Sayı: 1, 43–56. https://doi.org/10.25307/jssr.1172607

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