Referee`s performance improvement using web

ReferMind.com
Referee's performance improvement using web-based games of virtual refereeing
P. Ciocci, A. De Nicola, M. Alessandroni
Introduction
Several studies have identified effective methods of
improving cognitive abilities [1, 2, 3, 4].
We developed a system and method for virtual refereeing
using web-based games that makes the mental warming up
and the cognitive training accessible to a larger audience.
The program is composed by a set of exercises designed to
improve referee performance of specific cognitive tasks
during the match and mentally prepare them for expected
and unexpected events (“practice makes perfect”).
Since cognitive training exercises can be tedious, our
exercises are structured as engaging games to encourage
long-term consistent usage.
Prior to this study, our innovative approach to referee
cognitive training had not yet been tested.
Offside
The cognitive evaluation process of offside works with different
mental indexes:
a)simultaneously see the ball and player (peripheral vision);
b)remember where the players are positioned (spatial memory);
c)remember how many players are onside or offside (mental
reactivity).
To improve offside performance we need to increase capability in
three specific tasks.
Ball in or out
The cognitive task of ball in or out needs to improve concentration,
visual attention and evaluate what you really see and not what you
expect to see.
This pilot study evaluates the effect of our web-based
training program on “offside” and “ball in or out”
performance.
Virtual Refereeing Training Program
The training program consists of a set of exercises designed
to train and improve performance of training group in the
designed tasks.
The program is composed of four virtual refereeing
exercises specifically designed to train “offside” and “ball in
or out”.
Key components of the exercise program are:
• Dynamic difficulty changes to consistently challenge each
user and adapt to their progression
• Game-like features and motivations (such as scoring,
unlocking of levels, etc.) transform a training task into an
entertaining game, leading to better compliance and more
effective training
• Web-based training platform ensures ease and ubiquity of
access
• A Simple demo explains what to do: No human trainer
required
June 16th, 2014, Rome, IT
Virtual Refereeing Exercises
Offside Game plan e.g.
Ball In or Out Game plan e.g.
Significant improvement on the “offside” and “ball in or
out” tests after training suggests that the training
program improves referee’s performance.
Trained group
Assessment
Hawk eye
Ball In or Out
Pre-Test
Post-Test
Offside Simulation
AVG
16.18
SD
1.49
AVG
17.44
SD
1.42
Cohen'
Δ correct
p value
sd
results
0.701 0.111
+5.0%
InOrOut Simulation
18.99
1.97
20.78
2.10
0.727
0.085
+7.2%
Offside Video
16.64
1.96
18.40
2.30
0.69
0.031
InOrOut Video
15.12
1.55
17.67
2.58
1.066
0.015
+6.3%
+10.2%
+6.1%
Simulation Test
+8.3%
Video Test
Test Sperimentation
Qualitative Feedback:
Spatial memory
Onside and Offside
Methods
Design:
Trained Volunteers steps:
1-Pre-test -> 2-Training (daily) -> 3-Post-test
Control Volunteers steps:
1-Pre-test -> No training -> 2-Post-test
No contact between the participants for the duration of
the experiment.
Participants:
Volunteer only compensation was continued access to
the program after the experiment concluded;
N = 18 CSI's Volunteer referees;
Trained: 9 of 10 completed both tests successfully,
mean age = 39;
Control: 8, average age = 45.
Training:
One 20-minute session per day for 3 weeks;
At least four exercises in each session(21 sessions*4
Game Played = 84 total);
Each user trained without guidance using personal
computer connect with RFM database.
Assessment:
Two different tests were developed: “offside” and “ball
in or out”;
Pre-training and post-training assessment was
conducted both via simulation on football pitch with a
team than on video;
The validation of video test was made on a sample of
individuals with experienced referees and not;
Game actions were taken with the camera to have a
master.
The ReferMind training method can be accessed via http://www.refermind.com
After the experiment, users completed an online survey
about:
1)how much they enjoyed the exercises. On a scale of 1
(“not fun”) to 5 (“lots of fun!”), the average response was
4.6.
2) how much their performance improved during training.
On a scale of 1 (“in no way”) to 10 (“absolutely yes!”), the
average response was 8.3.
Results
Training:
Assessment:
+7.2%
Discussion
• All participants were able to use the training software
from a personal computer without guidance.
• All participants improved their performance after the
training period, increased correct results with a
consequent reduction of the errors committed.
• The results training show that volunteer enjoy the
games because they played much more than
planning(daily games played: mean 79.7 vs planning 40)
• Compliance and qualitative feedback suggest that the
exercise structure motivates frequent training.
The results of this study show that the ReferMind
cognitive training program improves referee performance.
The study also demonstrates the link between simulation
and video[3], volunteers improve both with the same
training. We intend to explore the effectiveness of a
modified training program in different sportive
performance, competitive and amateur.
References
1. Schaie, K., Willis, S., Hertzog, C., & Schulenberg, J.
(1987). Effects of cognitive training on primary mental
ability structure. Psychology and Aging, 2(3):233-242.
2. Ball, K., Berch, D., Helmers, K., et al., Effects of cognitive
training interventions with older adults: A randomized
controlled trial. Journal of American Medical Association,
288(18):2271-2281.
3. Green, S. & Bavelier, D. (2003). Action video game
modifies visual selective attention. Nature, 423:534-537.
4. Rebok, G., Rasmusson, D., & Brandt, J. (1996). Prospects
for computerized memory training in normal elderly:
Effects of practice on explicit and implicit memory tasks.
Applied Cognitive Psychology, 10:211-223.
ReferMind.com