نیازسنجی ارائه آموزشهای تعاملی با عینکهای واقعیت افزوده در بدمینتون
محورهای موضوعی : نوآوری در مدیریت ورزشیسینا بیات 1 , فریبا محمدیان 2 * , زهرا نوبخت رمضانی 3
1 - دانشجوی دکترای مدیریت ورزشی، واحد قزوین، دانشگاه آزاد اسلامی، قزوین، ایران
2 - استادیار مدیریت ورزشی، واحد قزوین، دانشگاه آزاد اسلامی، قزوین، ایران
3 - استادیار مدیریت ورزشی، واحد قزوین، دانشگاه آزاد اسلامی، قزوین، ایران
کلید واژه: فناوری, بدمینتون, واقعیت افزوده, عینک,
چکیده مقاله :
تحقیق حاضر باهدف نیازسنجی ارائه آموزشهای تعاملی با عینکهای واقعیت افزوده در بدمینتون طراحی گردید. تحقیق حاضر ازجمله تحقیقات آمیخته بود که بهصورت روشهای کیفی و کمی انجام شد. در بخش کیفی نمونه آماری شامل 15 نفر از خبرگان آگاه به موضوع تحقیق بودند. در بخش کمی نیز جامعه آماری شامل خبرگان ورزش بدمینتون بودند. ابزار تحقیق حاضر شامل مصاحبه و پرسشنامه محقق ساخته 37 سؤالی بود. روایی این پرسشنامه بهوسیله نظرات برخی اساتید دانشگاهی مورد بررسی و تأیید قرار گرفت. پایایی این پرسشنامه نیز میزان 0/87 مشخص شد. بهمنظور تحلیل دادههای تحقیق حاضر از نرمافزارهای SPSS و PLS استفاده گردید. نتایج تحقیق نشان داد که تعداد 5 نیاز شامل نیازهای فنی، آموزشی، حمایتی، انگیزشی و فرهنگی بهعنوان نیازهای ارائه آموزشهای تعاملی با عینکهای واقعیت افزوده در بدمینتون مشخص شدند. نتایج تحقیق نشان داد که در میان نیازهای شناساییشده، نیازهای حمایتی با میزان تأثیر 0/941 مهمترین نیاز مشخص شناسایی شد. در مسیر بهرهگیری از فناوریهای نوین در ورزش بدمینتون میبایستی بسترهای فنی، فرهنگی، آموزشی، انگیزشی و حمایتی مناسب در این خصوص ایجاد گردد.
The current research was designed with the aim of assessing the need for providing interactive training with augmented reality glasses in badminton. The current research was one of the mixed researches that was conducted using qualitative and quantitative methods. In the qualitative part, the statistical sample included 15 experts who are knowledgeable about the research topic. In the quantitative part, the statistical population included badminton experts. The tools of the current research included an interview and a researcher-made questionnaire with 37 questions. The validity of this questionnaire was checked and confirmed by the opinions of some university professors. The reliability of this questionnaire was determined to be 0.87. In order to analyze the data of this research, SPSS and PLS software were used. The results of the research showed that 5 needs, including technical, educational, support, motivational and cultural needs, were identified as the needs of providing interactive training with augmented reality glasses in badminton. The results of the research showed that among the identified needs, support needs were identified as the most important needs with an impact of 0.941. In the way of using new technologies in the sport of badminton, appropriate technical, cultural, educational, and motivational and support platforms should be created in this regard.
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