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
© Copyright 2025 Paperzz