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dc.contributor.authorBedir, D.
dc.contributor.authorErhan, S.E.
dc.date.accessioned2022-05-11T14:04:51Z
dc.date.available2022-05-11T14:04:51Z
dc.date.issued2021
dc.identifier.issn1664-1078
dc.identifier.urihttps://doi.org/10.3389/fpsyg.2020.02073
dc.identifier.urihttps://hdl.handle.net/20.500.11776/4808
dc.description.abstractThe aim of this study is the examination of the effect of virtual reality based imagery (VRBI) training programs on the shot performance and imagery skills of athletes and, and to conduct a comparison with Visual Motor Behavior Rehearsal and Video Modeling (VMBR + VM). In the research, mixed research method and sequential explanatory design were used. In the quantitative dimension of the study the semi-experimental model was used, and in the qualitative dimension the case study design was adopted. The research participants were selected from athletes who were involved in our target sports: curling (n = 14), bowling (n = 13), and archery (n = 7). All participants were randomly assigned to VMBR + VM (n = 11), VRBI (n = 12), and Control (n = 11) groups through the “Research Randomizer” program. The quantitative data of the study was: the weekly shot performance scores of the athletes and the data obtained from the “Movement Imagery Questionnaire-Revised.” The qualitative data was obtained from the data collected from the semi-structured interview guide, which was developed by researchers and field experts. According to the results obtained from the study, there were statistically significant differences between the groups in terms of shot performance and imagery skills. VRBI training athletes showed more improvement in the 4-week period than the athletes in the VMBR + VM group, in terms of both shot performance and imagery skills. In addition, the VRBI group adapted to the imagery training earlier than the VMBR + VM group. As a result, it was seen that they showed faster development in shot performances. From these findings, it can be said that VRBI program is more efficient in terms of shot performance and imagery skills than VMBR + VM, which is the most used imaging training model. © Copyright © 2021 Bedir and Erhan.en_US
dc.description.sponsorshipWe thank the participants and students of Atat?rk University Faculty of Sport Sciences, Selim Can Da??stanl? and Irem Ba?adur.en_US
dc.language.isoengen_US
dc.publisherFrontiers Media S.A.en_US
dc.identifier.doi10.3389/fpsyg.2020.02073
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectimageryen_US
dc.subjectPETTLEPen_US
dc.subjectshot performanceen_US
dc.subjecttarget sportsen_US
dc.subjectvideo modelingen_US
dc.subjectvirtual realityen_US
dc.subjectvisual motor behavior rehearsalen_US
dc.titleThe Effect of Virtual Reality Technology on the Imagery Skills and Performance of Target-Based Sports Athletesen_US
dc.typearticleen_US
dc.relation.ispartofFrontiers in Psychologyen_US
dc.departmentFakülteler, Spor Bilimleri Fakültesi, Beden Eğitimi ve Spor Eğitimi Bölümüen_US
dc.identifier.volume11en_US
dc.institutionauthorErhan, S.E.
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.authorscopusid57221912446
dc.authorscopusid57221911939
dc.identifier.wosWOS:000614629800001en_US
dc.identifier.scopus2-s2.0-85100552289en_US


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